Well, I moved my code around a little and got it vaguely working. Fullbright is rendered properly in the camcorder's screen (the small inset screen on the v_model in the picture) but I noticed that phonged materials and only materials with phong are rendered in the incorrect view. They will be drawn as black in the camera view and as fullbright in the player's view. I have a picture link here to illustrate the problem if it lets me add links: http://tinypic.com/r/33clwsj/5 Anyone know why this behaviour happens? For reference, I render the camera view in the same way as monitors are rendered in normal Source (CViewRender::RenderView, Orange Box, just after #ifdef USE_MONITORS) Thanks!James
From: james.march...@live.com To: amck...@yahoo.com; hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Fullbright or similar in render target pass Date: Sun, 28 Jul 2013 18:37:47 +0100 Hey guys. That's vaguely what I was looking for. I did experiment with setting mat_fullbright to 1, but the problem is that having it on only during the render pass when it's drawing the camera's render target doesn't work. It either turns on for both view passes (so you see it on screen and on your camera v_ model's viewfinder) or isn't on at all. Any other ideas? Thanks for the help so far :) Date: Sat, 27 Jul 2013 18:19:02 -0700 From: amck...@yahoo.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Fullbright or similar in render target pass Keep in mind that code was designed for single player. If this is coop or online, then please test it out :) Sincerely Adam McKernKAP Candidate for Mitchel (Castle Hill) From: Nick <xnicho...@gmail.com> To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> Sent: Saturday, 27 July 2013 7:48 AM Subject: Re: [hlcoders] Fullbright or similar in render target pass looks good! all //nightfall - amckern - amck...@yahoo.com //NightVision did was set cvar->FindVar("mat_fullbright")->SetValue(1); on clientside On Wed, Jul 24, 2013 at 6:00 PM, Daniel Glenn <dgl...@bit-cubed.com> wrote: Hey James, Have you taken a look at the Night Vision article on the VDC? It's implementation was made for Source 2006 if I'm not mistaken but it may be of some help since the effect itself is just a screen overlay and shaders (With full source in the article). https://developer.valvesoftware.com/wiki/Vision_Nocturna On Wed, Jul 24, 2013 at 5:41 PM, James Marchant <james.march...@live.com> wrote: Nobody got any ideas on this? Pretty stumped here... From: james.march...@live.com To: hlcoders@list.valvesoftware.com Date: Sat, 20 Jul 2013 15:30:01 +0100 Subject: [hlcoders] Fullbright or similar in render target pass Hello there. I'm looking at making a camcorder type effect on a v_model where I'm using render targets much like the func_monitors do in HL2 to project the screen onto the camera's LCD screen. However, because the camera needs a night vision effect on its screen, I was wondering how to render a light specifically and only during the camera's render target pass. Considering the level is pretty much pitch black, I was thinking of using a large dynamic light that's killed on the normal render pass after, but it produces very strange results. It can also bleed into the normal render pass so the level gets illuminated when not looking at the camera screen. Hope I've explained myself well. Anyone got any ideas? Much appreciated! James _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders