Hi list,

I've been investigating the possibility of being able to do across-the-board
material overriding. Motivated by an idea for implementing an alternate
vision mode, it would also entail a few other things like rendering
alternate view setups into render targets; however, all of that seems to be
well-supported and you even get the benefit of examples of how to do it. The
part that I'm really stuck on is the fact that there doesn't seem to be a
way to affect the material used for rendering BSP geometry, since it's all
blackboxed away in the engine.

Things I've tried:

   1. Calling ForcedMaterialOverride on modelrender, studiorender, and
   g_pStudioRender, before render->DrawWorldLists is called. This had no
   effect.
   2. Installing an IBrushRenderer using
   render->InstallBrushSurfaceRenderer. My implementation of
   RenderBrushModelSurface was never called, so I suspect this only affects
   brush-based entities.

Of course, I still have to worry about how to handle the rendering of
*everything else* if I manage to figure this out, but this particular
problem struck me as the biggest stretch for the engine.

Thanks in advance for any advice.

-- 
"They've penetrated our code walls. They're stealing the Internet!"
"We'll need to hack all IPs simultaneously."
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