I did something similar, using 3d vgui, but I was drawing a texture that was transparent, so the contents didn't have to be a power of two. The problem I had was that it was sampling the transparent parts from the edges, so there would be lines on the part of the texture that was transparent. I fixed it by setting the alpha of the first row and column to 0. Drawing with a mesh, or with 3d vgui, or even mat_filtertextures 0, it still applies some filtering.
On Tue, Jun 9, 2009 at 9:17 PM, Justin Krenz <[email protected]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

