Re: [hlcoders] Multiple viewports in HL?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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] 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 ___ 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] 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 ___ 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] Multiple viewports in HL?
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 ___ 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