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 > >> _______________________________________________ > >> 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

