It's so you can render models using a specific material (You know, like GMod's material override thing).
It'd be useful for doing deferred shading effects (rendering normal, depth buffers etc), but it doesn't affect world brushes and static models. garry On Mon, Jan 4, 2010 at 9:53 AM, Tom Edwards <[email protected]>wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

