[hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
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:

pMaterialSystem-CreateNamedRenderTargetTextureEx2(
VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
pMaterialSystem-GetBackBufferFormat(),
 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?

Thanks in advance!

-Cale
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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Saul Rennison
Is there a reason why your render target needs to be HDR? I've been able to
create render targets perfectly fine without problem.

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:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  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?

 Thanks in advance!

 -Cale

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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
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.

On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Is there a reason why your render target needs to be HDR? I've been able to
 create render targets perfectly fine without problem.

 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:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  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?

 Thanks in advance!

 -Cale

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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Saul Rennison
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.


 On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Is there a reason why your render target needs to be HDR? I've been able
 to create render targets perfectly fine without problem.

 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:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  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?

 Thanks in advance!

 -Cale

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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Marvin Kilp
Does this only affect me, or arent you able to read 
developer.valvesoftware.com too?


--Marvin
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 
mailto: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.


On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison
saul.renni...@gmail.com mailto: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.

Thanks,
 - Saul.


On 7 January 2011 14:59, Cale Dunlap cale.dun...@gmail.com
mailto: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:

pMaterialSystem-CreateNamedRenderTargetTextureEx2(
VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
pMaterialSystem-GetBackBufferFormat(),
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?

Thanks in advance!

-Cale

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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Tom Edwards

Yeah it's down. (In future: http://www.downforeveryoneorjustme.com/)

On 07/01/2011 3:57, Marvin Kilp wrote:
Does this only affect me, or arent you able to read 
developer.valvesoftware.com too?


--Marvin
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 
mailto: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.


On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison
saul.renni...@gmail.com mailto: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.

Thanks,
 - Saul.


On 7 January 2011 14:59, Cale Dunlap cale.dun...@gmail.com
mailto: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:

pMaterialSystem-CreateNamedRenderTargetTextureEx2(
VarArgs(_rt_Sensor%d, idx), 512, 512,
RT_SIZE_OFFSCREEN, pMaterialSystem-GetBackBufferFormat(),
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?

Thanks in advance!

-Cale

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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
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.comwrote:

 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.


 On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Is there a reason why your render target needs to be HDR? I've been able
 to create render targets perfectly fine without problem.

 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:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  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?

 Thanks in advance!

 -Cale

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 please visit:
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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
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.comwrote:

 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.


 On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 Is there a reason why your render target needs to be HDR? I've been able
 to create render targets perfectly fine without problem.

 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:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  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?

 Thanks in advance!

 -Cale

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 please visit:
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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Saul Rennison
Few things for you to help debug:

   - What does GetMappingWidth() / GetMappingHeight() return?
   - What dimensions do GetActual* and GetMapping* return if you make the
   dimensions 8 times larger?

Get back to me when you've found out!

Thanks,
 - Saul.


On 7 January 2011 16:14, 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.comwrote:

 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.comwrote:

 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.


 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.

 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:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  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?

 Thanks in advance!

 -Cale

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 please visit:
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Re: [hlcoders] Custom render targets always 64x64?

2011-01-07 Thread Cale Dunlap
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.comwrote:

 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.comwrote:

 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.


 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.

 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:

 pMaterialSystem-CreateNamedRenderTargetTextureEx2(
 VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN,
 pMaterialSystem-GetBackBufferFormat(),
  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?

 Thanks in advance!

 -Cale

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 please visit:
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