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
> >>>>>
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> >>>>>
> >>>>>
> >>>>>
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> >>>>
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