Re: [hlcoders] Shader question
Well I hope I have understood your question. You have to bind the texture you copied from the frame buffer (the current rendered view) to a texture unit with pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 ); You have to bind the other textures with BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); whrere BASETEXTURE should be replaced by your param. Take a look at the example in "authoring shaders" and sdk_postprocess. 2005/6/5, r00t 3:16 <[EMAIL PROTECTED]>: > The shader I made uses 2 textures in the program im using to create the > shader. > > I am having a hard time figure out however how to implement this shader into > the game. > > Texture0 in my shader needs to be the view of the player > Texture1 is my other texture I need which isn't the problem. > > How do I specify in the shader that screenspace is Texture0 ? > or would Texture0 be the frame buffer? _rt_FullFrameFB would be Texture0 > in the .vmt it would be "$basetexture" "_rt_FullFrameFB" > Texture1 would be"texture2" "path/to/texture" > > Hope that makes sense > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shader question
The shader I made uses 2 textures in the program im using to create the shader. I am having a hard time figure out however how to implement this shader into the game. Texture0 in my shader needs to be the view of the player Texture1 is my other texture I need which isn't the problem. How do I specify in the shader that screenspace is Texture0 ? or would Texture0 be the frame buffer? _rt_FullFrameFB would be Texture0 in the .vmt it would be "$basetexture" "_rt_FullFrameFB" Texture1 would be"texture2" "path/to/texture" Hope that makes sense r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shader question
You don't really need to use a shader to make an object transparent. Just use the ->SetRenderColor( and set the alpha via that. You'll also need to use ->SetRenderMode( and set the render mode to one of the 'Trans' types (I think - I can't remember exactly). On 4/19/05, Matt Dunn <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Ok so I have a question about tieing a shader to an entity. Im trying to > write a shader so that its tied to an entity so as the entity is activated > the shader is then run. I.E Im trying to give the impression of a building > actually being built, so the shader will give the material a translucent > effect, and as the building is being "built", based on the percentage of the > building proccess, the shader then becomes more opaque. My question is where > would I add this into the shader code, I thought it would be under > DYNAMIC_STATE but I dont know. Ive read the documentation but still am > unsure as to where I would add in this entity parameter tied to a shader > function. > -- > > ___ > 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] Shader question
You should be able to write a shader proxy to handle this -Original Message- Ok so I have a question about tieing a shader to an entity. Im trying to write a shader so that its tied to an entity so as the entity is activated the shader is then run. I.E Im trying to give the impression of a building actually being built, so the shader will give the material a translucent effect, and as the building is being "built", based on the percentage of the building proccess, the shader then becomes more opaque. My question is where would I add this into the shader code, I thought it would be under DYNAMIC_STATE but I dont know. Ive read the documentation but still am unsure as to where I would add in this entity parameter tied to a shader function. -- -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.308 / Virus Database: 266.9.17 - Release Date: 19/04/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shader question
just use a procedural shader.. in your entity look at SetRenderRGBA(r,g,b,a); where a == (currenttime - starttime) / timetotake * 255 _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen Technology http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shader question
i dont know if it would help, but take a look at an enitys "Fx amount" master class - it might give some insight Adam --- Matt Dunn <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Ok so I have a question about tieing a shader to an > entity. Im trying to > write a shader so that its tied to an entity so as > the entity is activated > the shader is then run. I.E Im trying to give the > impression of a building > actually being built, so the shader will give the > material a translucent > effect, and as the building is being "built", based > on the percentage of the > building proccess, the shader then becomes more > opaque. My question is where > would I add this into the shader code, I thought it > would be under > DYNAMIC_STATE but I dont know. Ive read the > documentation but still am > unsure as to where I would add in this entity > parameter tied to a shader > function. > -- > > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > http://ammahls.com __ Do you Yahoo!? Plan great trips with Yahoo! Travel: Now over 17,000 guides! http://travel.yahoo.com/p-travelguide ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shader question
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok so I have a question about tieing a shader to an entity. Im trying to write a shader so that its tied to an entity so as the entity is activated the shader is then run. I.E Im trying to give the impression of a building actually being built, so the shader will give the material a translucent effect, and as the building is being "built", based on the percentage of the building proccess, the shader then becomes more opaque. My question is where would I add this into the shader code, I thought it would be under DYNAMIC_STATE but I dont know. Ive read the documentation but still am unsure as to where I would add in this entity parameter tied to a shader function. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders