Is there any other way how to get depth (distance) into shader? It is for Orange Box-based mod.
> 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

