> > 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. >
More of modders need to be like this. :) On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman <garrynew...@gmail.com> wrote: > 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 > <killermonke...@gmail.com>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 > > _______________________________________________ > > 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