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

