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
> >
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>
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