Hi there!
I'm having a weird problem. For my project I'm using the bink video
output capabilities of the source sdk. I want to display stereoscopic
video footage on a Samsung 3d DLP screen. So I rendered a 1920 * 1080
stereoscopic video, converted it to .bik and tested it with the windows
bink player. Everything works fine - the shutter glasses seperate the
picture. Then I tried to play the video in my half life mod (console
playvideo) and the shutter glasses were not able to seperate the
picture. Something has happened. As it turns out - the video playback in
the source engine appears to be "smoother" than the video playback with
the usual bink player. Due to this "smoothness" (or slightly blurriness)
the stereoscopic effect gets lost :-(
So the interesting stuff happens in the vgui_video.cpp - void
VideoPanel::Paint( void ) - a QUAD is constructed where a material gets
rendered onto it.
[code]
[...]
// Draw the polys to draw this out
CMatRenderContextPtr pRenderContext( materials );
[...]
pRenderContext->Bind( m_pMaterial, NULL );
[...]
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
[...]
pMesh->Draw();
[...]
[/code]
m_pMaterial is a pointer to a "bink material" which is of type
imaterial. My question is - is there any way to disable the "smoothing"
of the texture? I know there is a vtf-var (TEXTUREFLAGS_POINTSAMPLE)
which enables point sampling for textures. Perhaps there's any way to
tell the material to "change the texture sampling". Does anybody have a
clue for me? Any ideas how i get sharp bink rendering? ;-)
greets
Ike
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