RE: [hlcoders] How do you change camera Render Target's resolution?

2008-03-12 Thread C.Sneyd


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?

2008-03-12 Thread Tony omega Sergi
--
[ 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?

2008-03-12 Thread C.Sneyd
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?

2008-03-11 Thread C.Sneyd
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?

2008-03-11 Thread Garry Newman
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?

2008-03-11 Thread Tony omega Sergi
--
[ 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