I can't find any reference to ForceOverrideMaterial so perhaps I don't understand what it does, but isn't this sort of thing (code-shader interaction) exactly what material proxies are for?
On 03/01/2010 8:06, Christopher Harris wrote: > Hey, > > > > I am wondering if there is some way to do something similar to > ForceOverrideMaterial on a studio model so that I can override the material > for all surfaces being rendered. This include the "world" model and then any > brush entity models. I tried to look, but could not find anything in > IViewRender which seems to be how you call to get the world drawn. > > > > Also anyone know what is wrong with the depth buffer? It is like it only > gives you a very small range from the camera depth. After about 256-512 > units is all to full white depth so you don't get depth of things farther > back. I am using the GetFullFrameDepthTexture() to access this Depth Buffer. > > > > > Chris > > _______________________________________________ > 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

