For some reason clicking reply in hotmail caused this email to go straight to 
jed. *shrugs* Second try:

OK. I found the shader source code in the GCF. But I see there are many files. 
And I also noticed there is C++ code related to the shaders.

Which is more sensible, trying to emulate the shaders by reverse engineering 
the code, or should I just look at the VMT commands in the VDC and implement 
the features based on their description? While I want to make things easier on 
myself, I don't want to sacrifice accuracy and worry that my implementation may 
produce different results than Valves.


> Date: Sun, 12 Jul 2009 19:53:32 +0200
> From: [email protected]
> To: [email protected]
> Subject: Re: [hlcoders] Material Previewer
> 
> I looked into the viewport back in the day when the HLMV source was
> out there (I was trying to improve it as I did with JHLMV). As you
> say, it was basically a viewport linked into the engines rendering
> system.
> 
> I think you might be better off trying to emulate some of the stock
> shaders yourself than link into the Valve stuff. Abstracting from that
> will at the least give you some autonomy/portability  and lessen the
> chance of a Valve update borking your appl. That's was the reason we
> developed HLLib/GCFScape/VTFLib.
> 
> - Jed
> 
> 2009/7/12 Rodrigo 'r2d2rigo' Diaz <[email protected]>:
> > Model Viewers always had their own rendererers, AFAIK. So you will need to
> > code your own...
> >
> > 2009/7/12 Brent Lewis <[email protected]>
> >
> >>
> >> Some people have requested I put a material editor into DuctTape. I'm
> >> thinking the smartest way to do this would be to actually get the source
> >> engine to render it, like as is done in the engines "-tools" mode. I'm
> >> guessing that the half life model viewer uses a view port via the engine...
> >> so how can I do the same?
> >>
> >> Thank,
> >> coder0xff
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> >>
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