On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means that presented not full depth range, but only part, not to exceed OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h). That is why we have fake soft particles. Sadly :(
> Is this for ep1? > > On Fri, May 22, 2009 at 12:52 PM, walter <[email protected]> wrote: > > > I wrote a custom shader which accesses depth buffer through > > "_rt_FullFrameDepth" render target. It works, but alpha channel becomes > > maxed out to white just few meters from camera, preventing intended > > function. Any idea what could I be doing wrong? > > Jan "Walter" Sluka > > > > _______________________________________________ > > 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

