RE: [hlcoders] How do you change camera Render Target's resolution?
Hi Gary and Tony Thanks for answering I have been trying Gary's suggestion to create a new render target. Using a render texture vmf file does not seem to work, it displays the texture but does not render to it. At the moment I am trying to use CreateNamedRenderTargetTexture to see if I can create a 512 x 512 render target but that does not seem to be working ether. Is there some other way to re-create the texture? In the rear view mirror tutorial mirrorView is limited to the size of the Render target and _rt_Camera is only 256 x 256. Carl -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: 11 March 2008 14:18 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How do you change camera Render Target's resolution? -- [ Picked text/plain from multipart/alternative ] I just looked at joel's tut: //Our view information, Origin, View Direction, window size // location on material, and visual ratios. mirrorView.width = 256; mirrorView.height = 128; I haven't actually tested it or anything, but that should be all you have to change. -Tony On Tue, Mar 11, 2008 at 9:52 AM, Garry Newman [EMAIL PROTECTED] wrote: It's created in engine. I'm pretty sure that you can re-create it, with the same name, and it'll still work. Although when you resize it the monitors in levels will get all messed up. garry 2008/3/11 [EMAIL PROTECTED]: This is a multi-part message in MIME format. -- I have been trying to increase the size of the mirror window in the Rear view mirror tutorial, I think I need to change the resolution of the render target called by: ITexture *pRenderTarget = GetCameraTexture(); Which calls static CTextureReference s_pCameraTexture; ITexture *GetCameraTexture( void ) { if ( !s_pCameraTexture ) { s_pCameraTexture.Init( materials-FindTexture( _rt_Camera, TEXTURE_GROUP_RENDER_TARGET ) ); //IMaterial::IsErrorMaterial(); // Test texture resolution code int test1,test2,test3,test4; test1=s_pCameraTexture-GetMappingWidth() ; test2=s_pCameraTexture-GetMappingHeight(); test3=s_pCameraTexture-GetActualWidth() ; test4=s_pCameraTexture-GetActualHeight(); // Test texture resolution code Assert( !IsErrorTexture( s_pCameraTexture ) ); AddReleaseFunc(); } return s_pCameraTexture; When I look at GetCameraTexture in debug mode is calling the _rt_Camera texture but I cannot find it anywhere, is there some other way of generating a Render Target texture? Thanks Carl No virus found in this outgoing message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1324 - Release Date: 10/03/2008 19:27 -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders No virus found in this incoming message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1324 - Release Date: 10/03/2008 19:27 No virus found in this outgoing message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1325 - Release Date: 11/03/2008 13:41 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How do you change camera Render Target's resolution?
-- [ Picked text/plain from multipart/alternative ] Well I just looked at the whole texture; and the actual mirror that gets displayed on the screen is not limited to 256x256. you can leave the capture viewport at 256x128, and still change the size of what gets displayed on the screen. I've worked with render targets many many many times. The only thing a larger render target would do is give you better quality at a slower expense. If you want to change the size of the mirror displayed on the hud, why don't you edit the lines that set the mirror's size on the hud? ie: CHudMirror::Paint where it sets the image that gets /drawn/ to the hud to 256x128? Ie: if you want to make that resolution scaled.. you could simply change it to this: //Set Mirror to 256x128 pixels -- add XRES and YRES so our image panel is scaled to our resolution m_Mirror-SetSize( XRES(256), YRES(128) ); m_Mirror-SetVisible( true ); Other than that.. -Tony On Wed, Mar 12, 2008 at 8:45 AM, [EMAIL PROTECTED] wrote: Hi Gary and Tony Thanks for answering I have been trying Gary's suggestion to create a new render target. Using a render texture vmf file does not seem to work, it displays the texture but does not render to it. At the moment I am trying to use CreateNamedRenderTargetTexture to see if I can create a 512 x 512 render target but that does not seem to be working ether. Is there some other way to re-create the texture? In the rear view mirror tutorial mirrorView is limited to the size of the Render target and _rt_Camera is only 256 x 256. Carl -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: 11 March 2008 14:18 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How do you change camera Render Target's resolution? -- [ Picked text/plain from multipart/alternative ] I just looked at joel's tut: //Our view information, Origin, View Direction, window size // location on material, and visual ratios. mirrorView.width = 256; mirrorView.height = 128; I haven't actually tested it or anything, but that should be all you have to change. -Tony On Tue, Mar 11, 2008 at 9:52 AM, Garry Newman [EMAIL PROTECTED] wrote: It's created in engine. I'm pretty sure that you can re-create it, with the same name, and it'll still work. Although when you resize it the monitors in levels will get all messed up. garry 2008/3/11 [EMAIL PROTECTED]: This is a multi-part message in MIME format. -- I have been trying to increase the size of the mirror window in the Rear view mirror tutorial, I think I need to change the resolution of the render target called by: ITexture *pRenderTarget = GetCameraTexture(); Which calls static CTextureReference s_pCameraTexture; ITexture *GetCameraTexture( void ) { if ( !s_pCameraTexture ) { s_pCameraTexture.Init( materials-FindTexture( _rt_Camera, TEXTURE_GROUP_RENDER_TARGET ) ); //IMaterial::IsErrorMaterial(); // Test texture resolution code int test1,test2,test3,test4; test1=s_pCameraTexture-GetMappingWidth() ; test2=s_pCameraTexture-GetMappingHeight(); test3=s_pCameraTexture-GetActualWidth() ; test4=s_pCameraTexture-GetActualHeight(); // Test texture resolution code Assert( !IsErrorTexture( s_pCameraTexture ) ); AddReleaseFunc(); } return s_pCameraTexture; When I look at GetCameraTexture in debug mode is calling the _rt_Camera texture but I cannot find it anywhere, is there some other way of generating a Render Target texture? Thanks Carl No virus found in this outgoing message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1324 - Release Date: 10/03/2008 19:27 -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders No virus found in this incoming message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1324 - Release Date: 10/03/2008 19:27 No virus found in this outgoing message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1325 - Release Date: 11/03/2008 13:41
RE: [hlcoders] How do you change camera Render Target's resolution?
Hi Tony Thanks that was very useful, I have implement that together with a larger screen capture, by replacing the mirror's mirror.vmt base texture from _rt_Camera(256x256) to _rt_PowerOfTwoFB (1024x512) and changing: view.cpp ITexture *pRenderTarget = GetCameraTexture(); to ITexture *pRenderTarget = GetPowerOfTwoFrameBufferTexture(); Am I right in saying the restriction on what the HUD was showing was caused by the mirror.vmt's use of _rt_Camera as its rendertexture ? which is defined in matrendertexture.cpp engine side? Regards Carl -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: 12 March 2008 16:28 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How do you change camera Render Target's resolution? -- [ Picked text/plain from multipart/alternative ] Well I just looked at the whole texture; and the actual mirror that gets displayed on the screen is not limited to 256x256. you can leave the capture viewport at 256x128, and still change the size of what gets displayed on the screen. I've worked with render targets many many many times. The only thing a larger render target would do is give you better quality at a slower expense. If you want to change the size of the mirror displayed on the hud, why don't you edit the lines that set the mirror's size on the hud? ie: CHudMirror::Paint where it sets the image that gets /drawn/ to the hud to 256x128? Ie: if you want to make that resolution scaled.. you could simply change it to this: //Set Mirror to 256x128 pixels -- add XRES and YRES so our image panel is scaled to our resolution m_Mirror-SetSize( XRES(256), YRES(128) ); m_Mirror-SetVisible( true ); Other than that.. -Tony On Wed, Mar 12, 2008 at 8:45 AM, [EMAIL PROTECTED] wrote: Hi Gary and Tony Thanks for answering I have been trying Gary's suggestion to create a new render target. Using a render texture vmf file does not seem to work, it displays the texture but does not render to it. At the moment I am trying to use CreateNamedRenderTargetTexture to see if I can create a 512 x 512 render target but that does not seem to be working ether. Is there some other way to re-create the texture? In the rear view mirror tutorial mirrorView is limited to the size of the Render target and _rt_Camera is only 256 x 256. Carl -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: 11 March 2008 14:18 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How do you change camera Render Target's resolution? -- [ Picked text/plain from multipart/alternative ] I just looked at joel's tut: //Our view information, Origin, View Direction, window size // location on material, and visual ratios. mirrorView.width = 256; mirrorView.height = 128; I haven't actually tested it or anything, but that should be all you have to change. -Tony On Tue, Mar 11, 2008 at 9:52 AM, Garry Newman [EMAIL PROTECTED] wrote: It's created in engine. I'm pretty sure that you can re-create it, with the same name, and it'll still work. Although when you resize it the monitors in levels will get all messed up. garry 2008/3/11 [EMAIL PROTECTED]: This is a multi-part message in MIME format. -- I have been trying to increase the size of the mirror window in the Rear view mirror tutorial, I think I need to change the resolution of the render target called by: ITexture *pRenderTarget = GetCameraTexture(); Which calls static CTextureReference s_pCameraTexture; ITexture *GetCameraTexture( void ) { if ( !s_pCameraTexture ) { s_pCameraTexture.Init( materials-FindTexture( _rt_Camera, TEXTURE_GROUP_RENDER_TARGET ) ); //IMaterial::IsErrorMaterial(); // Test texture resolution code int test1,test2,test3,test4; test1=s_pCameraTexture-GetMappingWidth() ; test2=s_pCameraTexture-GetMappingHeight(); test3=s_pCameraTexture-GetActualWidth() ; test4=s_pCameraTexture-GetActualHeight(); // Test texture resolution code Assert( !IsErrorTexture( s_pCameraTexture ) ); AddReleaseFunc(); } return s_pCameraTexture; When I look at GetCameraTexture in debug mode is calling the _rt_Camera texture but I cannot find it anywhere, is there some other way of generating a Render Target texture? Thanks Carl No virus found in this outgoing message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1324 - Release Date: 10/03/2008 19:27 -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please
[hlcoders] How do you change camera Render Target's resolution?
This is a multi-part message in MIME format. -- I have been trying to increase the size of the mirror window in the Rear view mirror tutorial, I think I need to change the resolution of the render target called by: ITexture *pRenderTarget = GetCameraTexture(); Which calls static CTextureReference s_pCameraTexture; ITexture *GetCameraTexture( void ) { if ( !s_pCameraTexture ) { s_pCameraTexture.Init( materials-FindTexture( _rt_Camera, TEXTURE_GROUP_RENDER_TARGET ) ); //IMaterial::IsErrorMaterial(); // Test texture resolution code int test1,test2,test3,test4; test1=s_pCameraTexture-GetMappingWidth() ; test2=s_pCameraTexture-GetMappingHeight(); test3=s_pCameraTexture-GetActualWidth() ; test4=s_pCameraTexture-GetActualHeight(); // Test texture resolution code Assert( !IsErrorTexture( s_pCameraTexture ) ); AddReleaseFunc(); } return s_pCameraTexture; When I look at GetCameraTexture in debug mode is calling the “_rt_Camera” texture but I cannot find it anywhere, is there some other way of generating a Render Target texture? Thanks Carl No virus found in this outgoing message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1324 - Release Date: 10/03/2008 19:27 -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How do you change camera Render Target's resolution?
It's created in engine. I'm pretty sure that you can re-create it, with the same name, and it'll still work. Although when you resize it the monitors in levels will get all messed up. garry 2008/3/11 [EMAIL PROTECTED]: This is a multi-part message in MIME format. -- I have been trying to increase the size of the mirror window in the Rear view mirror tutorial, I think I need to change the resolution of the render target called by: ITexture *pRenderTarget = GetCameraTexture(); Which calls static CTextureReference s_pCameraTexture; ITexture *GetCameraTexture( void ) { if ( !s_pCameraTexture ) { s_pCameraTexture.Init( materials-FindTexture( _rt_Camera, TEXTURE_GROUP_RENDER_TARGET ) ); //IMaterial::IsErrorMaterial(); // Test texture resolution code int test1,test2,test3,test4; test1=s_pCameraTexture-GetMappingWidth() ; test2=s_pCameraTexture-GetMappingHeight(); test3=s_pCameraTexture-GetActualWidth() ; test4=s_pCameraTexture-GetActualHeight(); // Test texture resolution code Assert( !IsErrorTexture( s_pCameraTexture ) ); AddReleaseFunc(); } return s_pCameraTexture; When I look at GetCameraTexture in debug mode is calling the _rt_Camera texture but I cannot find it anywhere, is there some other way of generating a Render Target texture? Thanks Carl No virus found in this outgoing message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1324 - Release Date: 10/03/2008 19:27 -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ 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] How do you change camera Render Target's resolution?
-- [ Picked text/plain from multipart/alternative ] I just looked at joel's tut: //Our view information, Origin, View Direction, window size // location on material, and visual ratios. mirrorView.width = 256; mirrorView.height = 128; I haven't actually tested it or anything, but that should be all you have to change. -Tony On Tue, Mar 11, 2008 at 9:52 AM, Garry Newman [EMAIL PROTECTED] wrote: It's created in engine. I'm pretty sure that you can re-create it, with the same name, and it'll still work. Although when you resize it the monitors in levels will get all messed up. garry 2008/3/11 [EMAIL PROTECTED]: This is a multi-part message in MIME format. -- I have been trying to increase the size of the mirror window in the Rear view mirror tutorial, I think I need to change the resolution of the render target called by: ITexture *pRenderTarget = GetCameraTexture(); Which calls static CTextureReference s_pCameraTexture; ITexture *GetCameraTexture( void ) { if ( !s_pCameraTexture ) { s_pCameraTexture.Init( materials-FindTexture( _rt_Camera, TEXTURE_GROUP_RENDER_TARGET ) ); //IMaterial::IsErrorMaterial(); // Test texture resolution code int test1,test2,test3,test4; test1=s_pCameraTexture-GetMappingWidth() ; test2=s_pCameraTexture-GetMappingHeight(); test3=s_pCameraTexture-GetActualWidth() ; test4=s_pCameraTexture-GetActualHeight(); // Test texture resolution code Assert( !IsErrorTexture( s_pCameraTexture ) ); AddReleaseFunc(); } return s_pCameraTexture; When I look at GetCameraTexture in debug mode is calling the _rt_Camera texture but I cannot find it anywhere, is there some other way of generating a Render Target texture? Thanks Carl No virus found in this outgoing message. Checked by AVG. Version: 7.5.518 / Virus Database: 269.21.7/1324 - Release Date: 10/03/2008 19:27 -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders