LL_Function( render, GetRenderTarget )
{
RENDER_CONTEXT();
Push_ITexture( pRenderContext->GetRenderTarget() );

return 1;
}

Pretty much returns a texture

LL_Function( cam, IgnoreZ )
{

RENDER_CONTEXT();

if ( g_Lua->GetBool(1) )
{
pRenderContext->DepthRange( 0.0f, 0.01f );
return 0;
}

pRenderContext->DepthRange( 0.0f, 1.0f );


return 0;
}

Probably the most hacky way to do it.


The blur shader - you can just take the shader dll from GMod if you want - I
don't mind at all. If you want to implement it yourself it's just a shader
that blurs the texture.

garry

On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White
<[email protected]>wrote:

> OK, I have implemented the LUA code that was posted by that guy on
> facepunch.com into C++. I am having a couple problems though, and
> translation issues that maybe Garry can help with.
>
> Here is the code: http://www.copypastecode.com/16117/?view=lines
>
> I included the header at the top and the important definitions underneath
> (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and it
> works GREAT. The only issue I am having is the glow is not being cutout
> where the model is. I believe the problem lies with the way the stencil is
> being created.
>
> Garry, what does the GetRenderTarget(...) function actually do? Right now I
> am doing CTextureReference::InitRenderTarget(...)
>
> Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent call in
> the C++
>
> One last thing, "pp/blurx" does not exist in the Source Materials. Is this
> a
> Garry's Mod material?
>
> Thanks for your help so far!
>
> Jonathan White
> GoldenEye: Source
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