Just wanted to say thanks, I also found those to not be really working, but
I then dug around in the shader sdk and found

$maxdistance
And
$farfadeinterval

And those solved the issue!

Thanks
Chris

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Chris Green
Sent: Tuesday, December 08, 2009 11:05 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Culling particles in a system when the local camera
is x units from the system?

The spritecard shader lets you set near and far cull distance, with fading,
as well as control the max/minimum screensize of the particles.
You set these options in the .vmt.


-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Tom Edwards
Sent: Tuesday, December 08, 2009 4:47 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Culling particles in a system when the local camera
is x units from the system?

There's a "maximum draw distance" value further down the list.

Christopher Harris wrote:
> Is there some way to have particles automatically culled (with fade if
> possible) when the camera (ie the player) is beyond a certain radius from
> the particle or the whole system?
>
>  
>
> I tried setting the cull radius to 256 and yet the particles were still
> being rendered from far away. These particles are small little dots that
> after such distance it really isn't contributing to the scene and so would
> be nice to stop them from rendering.
>
>  
>
> Thanks
>
> Chris
>
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