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                                     

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