Have a look at the surface interface.. garry On Tue, May 5, 2009 at 10:47 PM, Richard Slaughter <[email protected]>wrote:
> "That's essentially what I was asking how to do, any pointers on where to > look for drawing to a texture instead of the hud?" > Thanks, > > Rich > > > Garry Newman wrote: > > 40 fonts! Yikes! > > I'd just move the camera, or render the text to a texture and scale that. > > > > garry > > > > On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter <[email protected] > >wrote: > > > > > >> That's essentially what I was asking how to do, any pointers on where to > >> look for drawing to a texture instead of the hud? > >> > >> For now I've created an array of 40 fonts that descend in size which is > >> reasonably smooth, but I'm still open to ideas. > >> Thanks, > >> > >> Rich > >> > >> Paul Peloski wrote: > >> > >>> @Steve: I would not use the camera solution because it's doing the same > >>> thing (rendering to a texture and scaling it) but in an indirect and > map > >>> dependent way. > >>> > >>> @Jonas: I would not use the vgui text drawing functions because every > >>> > >> font > >> > >>> size/style combination you get a handle for caches a lot of bitmaps for > >>> > >> the > >> > >>> glyphs in the font from what I can tell. > >>> > >>> I would just render your HUD element (fonts and all) at a higher > >>> > >> resolution > >> > >>> than you need, to some texture, then render the texture on the HUD at > >>> whatever scaled size you want. It won't look perfect because of the > >>> anti-aliasing on the fonts, but it might look okay. Worth a shot. > >>> > >>> Paul > >>> > >>> On Sun, May 3, 2009 at 2:19 PM, Jonas 'Sortie' Termansen > >>> <[email protected]>wrote: > >>> > >>> > >>> > >>>> That's pretty hacky and expensive, avoid that solution. You should use > >>>> > >> text > >> > >>>> drawing functions. Try changing the size of the font (and color?) very > >>>> fast, > >>>> then it will seem rather smooth. > >>>> > >>>> ----- Original Message ----- > >>>> From: "Steve Henderson" <[email protected]> > >>>> To: "Discussion of Half-Life Programming" < > >>>> > >> [email protected] > >> > >>>> Sent: Sunday, May 03, 2009 10:06 PM > >>>> Subject: Re: [hlcoders] Smoothly shrinking text on the HUD > >>>> > >>>> > >>>> > >>>> > >>>>> Another idea is to use a point camera and a monitor. I've used these > >>>>> before. Set up a studio room in your map and make a brush with the > >>>>> > >> stuff > >> > >>>>> you want to zoom. Then make a point camera that is set to capture > this > >>>>> content. Then you need to make a vgui material that will be painted > >>>>> > >> with > >> > >>>>> what the point camera sees. This material would be part of your hud. > >>>>> Once > >>>>> you get the material showing the point camera, you can dolly the > camera > >>>>> > >>>>> > >>>> in > >>>> > >>>> > >>>>> and out for your effect. > >>>>> > >>>>> There is a pretty good point camera tutorial on the wiki. > >>>>> I can send you the link later > >>>>> > >>>>> On May 3, 2009 3:52 PM, "Richard Slaughter" <[email protected]> > >>>>> > >>>>> > >>>> wrote: > >>>> > >>>> > >>>>> Hi List, > >>>>> > >>>>> I'm looking to make a hud element where the text being displayed > >>>>> > >> shrinks > >> > >>>>> down in size smoothly over time. > >>>>> > >>>>> So far I've discovered that DrawSetTextScale only works for Bitmap > >>>>> fonts, which would be nice to avoid so that it will work with the > >>>>> existing ttf fonts that we're using. > >>>>> > >>>>> I'm assuming that changing the font won't yield a smooth enough > result, > >>>>> as I'm aiming for a 'zooming out' type effect, so I was thinking that > >>>>> > >> it > >> > >>>>> would be easiest to draw the text on to a surface of some sort, then > >>>>> scale that down over time. > >>>>> > >>>>> Is it possible to do that with a procedural material, and if so can > >>>>> someone point me in the right direction as I can't see how to use any > >>>>> > >> of > >> > >>>>> the text drawing functions in that context. > >>>>> > >>>>> Any other ideas for where I should be looking? > >>>>> Thanks, > >>>>> > >>>>> Rich > >>>>> > >>>>> _______________________________________________ > >>>>> To unsubscribe, edit your list preferences, or view the list > archives, > >>>>> please visit: > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>>> _______________________________________________ > >>>>> To unsubscribe, edit your list preferences, or view the list > archives, > >>>>> please visit: > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>>> > >>>>> > >>>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> > >>>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> > >> please visit: > >> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

