Well debugged... I would have never thought of render targets being
created at the menu! :o

On Friday, 7 January 2011, Cale Dunlap <cale.dun...@gmail.com> wrote:
> Alright I think I found a workaround.
> I created 8 new render target *.vtf files and didn't do the Init() operation 
> on the ITexture instances until the render target has actually been requested 
> for the first time. This seems to do the trick for now.
>
>
> The old way I was doing it was create them all in memory and then initialize 
> them all in my IClientRenderTargets implementation when 
> InitClientRenderTargets() is called and then shut them down when 
> ShutdownClientRenderTargets() is called. The render targets are passed out as 
> necessary and marked as "in-use" until they are given back.
>
>
> This didn't seem to work too well. During game load, 
> InitClientRenderTargets() is called--even for the launcher menu. This created 
> the render targets just fine; with the correct size. However once I load a 
> map that uses HDR, the ShutdownClientRenderTargets() function is called 
> followed by another call to InitClientRenderTargets(). It is this second call 
> that re-creates the render targets with the incorrect size.
>
>
> Anyway, long story short. I think I got it.
> -Cale
>
> On Fri, Jan 7, 2011 at 11:14 AM, Cale Dunlap <cale.dun...@gmail.com> wrote:
> Alright the pattern seems as if this _only_ happens on HDR maps.... hmm... a 
> clue.
>
> On Fri, Jan 7, 2011 at 11:04 AM, Cale Dunlap <cale.dun...@gmail.com> wrote:
> If by RT_SIZE_EXACT you mean RT_SIZE_NO_CHANGE, then yes I've tried that as 
> well. I'm pulling my hair out :( I've seriously tried about every combination 
> of flags I can come up with.
>
>
>
> Is it possible that the material system is deciding not to create a render 
> target texture as big as I'm asking so it just sets it down to 64x64 I 
> wonder... just to prevent resource over-allocation or something? Who knows... 
> its such a closed system... :(
>
>
>
>
> On Fri, Jan 7, 2011 at 10:52 AM, Saul Rennison <saul.renni...@gmail.com> 
> wrote:
>
>
>
>
> Have you tried RT_SIZE_EXACT? That might ensure that the render target is 
> created with exact dimensions.
> Thanks,
>  - Saul.
>
>
> On 7 January 2011 15:30, Cale Dunlap <cale.dun...@gmail.com> wrote:
>
>
>
>
>
>
>
> Yes there is actually. In order to achieve the effect required we have to 
> force the tonemap scale to a specific value when rendering the output that 
> goes to the render target.
>
>
>
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> On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison <saul.renni...@gmail.com> 
> wrote:
> Is there a reason why your render target needs to be HDR? I've been able to 
> create render targets perfectly fine without problem.
>
>
>
>
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>
> Thanks,
>  - Saul.
>
>
> On 7 January 2011 14:59, Cale Dunlap <cale.dun...@gmail.com> wrote:
>
>
> Has anybody else ever seen a case where their render targets are always 
> returning 64 for both GetActualWidth() and GetActualHeight() ?
> This seems to be most prevalent on HDR maps for some reason. Here's the code 
> that is creating my render target:
>
>
>
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> pMaterialSystem->CreateNamedRenderTargetTextureEx2(           
> VarArgs("_rt_Sensor%d", idx), 512, 512, RT_SIZE_OFFSCREEN, 
> pMaterialSystem->GetBackBufferFormat(),
>
>
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>               MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | 
> TEXTUREFLAGS_CLAMPT, CREATERENDERTARGETFLAGS_HDR );
> Where idx is a number between 0 and 7 (total of 8 render targets). Any ideas 
> why this is happening?
>
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> Thanks in advance!
> -Cale
>
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-- 

Thanks,
 - Saul.

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