Re: [hlcoders] Shader question

2005-06-05 Thread Ignacio Martín
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
>
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[hlcoders] Shader question

2005-06-04 Thread r00t 3:16

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


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Re: [hlcoders] Shader question

2005-04-19 Thread garry
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.
> --
>
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RE: [hlcoders] Shader question

2005-04-19 Thread Greg \"Monder\" Chadwick
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.
--

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Re: [hlcoders] Shader question

2005-04-19 Thread Maurino Berry
just use a procedural shader.. in your entity look at
SetRenderRGBA(r,g,b,a);
where a == (currenttime - starttime) / timetotake * 255
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Re: [hlcoders] Shader question

2005-04-18 Thread Adam \"amckern\" Mckern
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




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[hlcoders] Shader question

2005-04-18 Thread Matt Dunn
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.
--



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