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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