Is this using the 3d vgui screen method?  I remember placing a vgui
screen in the world, and its contents weren't filtered for me at all
when I wanted them to be.

On Tue, Jun 9, 2009 at 8:41 PM, Jan Frederick Eick<[email protected]> wrote:
> 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
>
> _______________________________________________
> 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

Reply via email to