Thx for your idea. I didn't take this method because I want to have a
better control on the trajectory of the disc (to break it if it comes
straightforward to the surface it reflects on, etc...).
I got it to work anyway. I have set a think function in the Touch
function. Then I re-set the
... that wouldn't help you. OGL's Vertex2f is the same as just going
Vertex3f(x, y, 0).
You've got to remember that the TriAPI is limited by what functionality is
available in software mode. Hence, no stencil buffers, etc.
Francis DeathWish Woodhouse
- Original Message -
From: omega
I love you. I wish I had have known that before =D
I've still got to html'ize this.. but
http://www.thewavelength.net/~omega/hl/hl_orthogonal.txt
that's why I wanted to know =)
-omega
Frontline Force - http://www.frontlineforce.com
-Original Message-
From: [EMAIL PROTECTED]
http://www.thewavelength.net/~omega/hl/hl_orthogonal.html
there, updated it =)
-omega
Frontline Force - http://www.frontlineforce.com
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Maybe I'm mistaken (I've never used TriAPI before), but aren't coordinates
specified in world space?
From: omega
Reply-To: [EMAIL PROTECTED]
To:
Subject: RE: [hlcoders] attn valve: Re triapi
Date: Fri, 7 Mar 2003 13:19:54 -0500
Hence the point of the tutorial, demonstrating how to use orthogonal
rendering inside tri-api.
-omega
Frontline Force - http://www.frontlineforce.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Skyler York
Sent: March 7, 2003 9:12 PM
To: [EMAIL
Hello everyone,
Though it is Half-Life coding list, I am asking this question here,
because I hope that someone will answer it.
I've heard that Nightfire uses modified HL engine, but haven't seen
it. Yesterday I tried this game and was amazed with changes to HL
engine!!! But at first I looked
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