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
>
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