[hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom render targets always 64x64?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders