Re: [hlcoders] Multiple viewports in HL?

2003-01-17 Thread laurie . cheers
 have you tried switching your setting for gl_ztrick?  i cant
 remember which setting it is(1 or 0) but one of them gives me
 that hall of mirrors effect when i try to use picture in
 picture in HLTV.

Wow! good call. That's fixed the problem, thanks very much.

--
Laurie Cheers
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Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Chris 'Tal-N' Blane
The problem seems to relate to my Gforce4 4200 card, I've tried various
driver versions with the same bizzare effect ranging from full screen
blurring to a HOM effect only when the view turns and it's rendered were
some surfaces should be.

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 15, 2003 11:55 AM
Subject: [hlcoders] Multiple viewports in HL?


 There are instructions in HLTV.doc that describe how to make
 multiple viewports in HL. (the mechanism HLRally are using to
 make a rear-view mirror.)

 I've been trying out this feature, and although it works fine on
 my machine (and on most other people's), one person is getting a
 hall-of-mirrors effect all over the window that's being drawn
 first. (Apparently it works fine in Direct3D, but not in OpenGL.
 We want to use OpenGL...)

 So:
 Is there anything produced by Valve which uses the multiple
 -viewports feature? It would be nice to know whether that has
 problems too, or whether it's my fault for setting something
 up wrong.

 And apart from that - is this a known problem? Any suggestions as
 to what might be going wrong? Any workarounds?

 --
 Laurie Cheers
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Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Neale Roberts
We have a similar thing in Eradicators - the only card it's had problems
with to date is a Kyro2, which just had a viewport bigger than the screen,
and traingular in shape.

- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 15, 2003 12:18 PM
Subject: Re: [hlcoders] Multiple viewports in HL?


 The problem seems to relate to my Gforce4 4200 card, I've tried various
 driver versions with the same bizzare effect ranging from full screen
 blurring to a HOM effect only when the view turns and it's rendered were
 some surfaces should be.

 - Original Message -
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, January 15, 2003 11:55 AM
 Subject: [hlcoders] Multiple viewports in HL?


  There are instructions in HLTV.doc that describe how to make
  multiple viewports in HL. (the mechanism HLRally are using to
  make a rear-view mirror.)
 
  I've been trying out this feature, and although it works fine on
  my machine (and on most other people's), one person is getting a
  hall-of-mirrors effect all over the window that's being drawn
  first. (Apparently it works fine in Direct3D, but not in OpenGL.
  We want to use OpenGL...)
 
  So:
  Is there anything produced by Valve which uses the multiple
  -viewports feature? It would be nice to know whether that has
  problems too, or whether it's my fault for setting something
  up wrong.
 
  And apart from that - is this a known problem? Any suggestions as
  to what might be going wrong? Any workarounds?
 
  --
  Laurie Cheers
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Re: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread Neale Roberts
I think it was probably something to do with the Kyro's tile-based
rendering.

- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 15, 2003 1:03 PM
Subject: Re: [hlcoders] Multiple viewports in HL?


 Triangular?, Laurie said they could only be rectangular. Wonder if it's a
 driver or chipset compatibility problem with the current version of HL.
The
 last patch was a fair while ago after all and i know the 4200 is very
recent
 technology, but it's not the Gf4 in general since Laurie has one.

 - Original Message -
 From: Neale Roberts [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, January 15, 2003 12:51 PM
 Subject: Re: [hlcoders] Multiple viewports in HL?


  We have a similar thing in Eradicators - the only card it's had problems
  with to date is a Kyro2, which just had a viewport bigger than the
screen,
  and traingular in shape.
 
  - Original Message -
  From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, January 15, 2003 12:18 PM
  Subject: Re: [hlcoders] Multiple viewports in HL?
 
 
   The problem seems to relate to my Gforce4 4200 card, I've tried
various
   driver versions with the same bizzare effect ranging from full screen
   blurring to a HOM effect only when the view turns and it's rendered
were
   some surfaces should be.
  
   - Original Message -
   From: [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Wednesday, January 15, 2003 11:55 AM
   Subject: [hlcoders] Multiple viewports in HL?
  
  
There are instructions in HLTV.doc that describe how to make
multiple viewports in HL. (the mechanism HLRally are using to
make a rear-view mirror.)
   
I've been trying out this feature, and although it works fine on
my machine (and on most other people's), one person is getting a
hall-of-mirrors effect all over the window that's being drawn
first. (Apparently it works fine in Direct3D, but not in OpenGL.
We want to use OpenGL...)
   
So:
Is there anything produced by Valve which uses the multiple
-viewports feature? It would be nice to know whether that has
problems too, or whether it's my fault for setting something
up wrong.
   
And apart from that - is this a known problem? Any suggestions as
to what might be going wrong? Any workarounds?
   
--
Laurie Cheers
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RE: [hlcoders] Multiple viewports in HL?

2003-01-15 Thread omega
Yeah im not sure what that problem was; the mod I was working on with
the beta sdk 2.2 we were messin with still does that HOM effect. And the
viewport code looks fine to me. However, hltv works fine.

-omega
Front Line Force - http://www.flfmod.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of BigGuy _
Sent: January 15, 2003 11:05 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Multiple viewports in HL?


IIRC, omega had the same problem when I was messing with multiple
viewports?
I don't think we ever tracked down what was causing it.

Laurie:
I don't know if you've seen this already, but I did this when the
viewports
were first added.  It lets you open/close/change/etc viewports a little
more
dynamic than how Valve has it right now. It's been ages since I looked
at
it, so I hope nothing is too off about it.

http://hlpp.telefragged.com/tut-cln.htm (Click viewport management)


bigguy

From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Multiple viewports in HL?
Date: Wed, 15 Jan 2003 13:21:30 -

Well that would suggest that there's two issues rather than one since
these
two cards work completely differently.

- Original Message -
From: Neale Roberts [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 15, 2003 1:12 PM
Subject: Re: [hlcoders] Multiple viewports in HL?


  I think it was probably something to do with the Kyro's tile-based
  rendering.
 
  - Original Message -
  From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, January 15, 2003 1:03 PM
  Subject: Re: [hlcoders] Multiple viewports in HL?
 
 
   Triangular?, Laurie said they could only be rectangular. Wonder if
it's
a
   driver or chipset compatibility problem with the current version
of
HL.
  The
   last patch was a fair while ago after all and i know the 4200 is
very
  recent
   technology, but it's not the Gf4 in general since Laurie has one.
  
   - Original Message -
   From: Neale Roberts [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Wednesday, January 15, 2003 12:51 PM
   Subject: Re: [hlcoders] Multiple viewports in HL?
  
  
We have a similar thing in Eradicators - the only card it's had
problems
with to date is a Kyro2, which just had a viewport bigger than
the
  screen,
and traingular in shape.
   
- Original Message -
From: Chris 'Tal-N' Blane [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 15, 2003 12:18 PM
Subject: Re: [hlcoders] Multiple viewports in HL?
   
   
 The problem seems to relate to my Gforce4 4200 card, I've
tried
  various
 driver versions with the same bizzare effect ranging from full
screen
 blurring to a HOM effect only when the view turns and it's
rendered
  were
 some surfaces should be.

 - Original Message -
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, January 15, 2003 11:55 AM
 Subject: [hlcoders] Multiple viewports in HL?


  There are instructions in HLTV.doc that describe how to make
  multiple viewports in HL. (the mechanism HLRally are using
to
  make a rear-view mirror.)
 
  I've been trying out this feature, and although it works
fine on
  my machine (and on most other people's), one person is
getting a
  hall-of-mirrors effect all over the window that's being
drawn
  first. (Apparently it works fine in Direct3D, but not in
OpenGL.
  We want to use OpenGL...)
 
  So:
  Is there anything produced by Valve which uses the multiple
  -viewports feature? It would be nice to know whether that
has
  problems too, or whether it's my fault for setting something
  up wrong.
 
  And apart from that - is this a known problem? Any
suggestions
as
  to what might be going wrong? Any workarounds?
 
  --
  Laurie Cheers
  ___
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  archives,
 please visit:
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