Of
Austin McDonald
Sent: Wednesday, January 26, 2005 10:10 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] DrawTexturedPolygon
Okay, I actually got this figured out. It didn't have
anything to do with MIPS - for some reason, the first vector
in the Vertex_t that you pass
Kind of off topic, but how is this not appropriate for the list?
Coding entities isn't part of what Half-Life programming is all
about? If it isn't, then what list would be appropriate?
Second, I too am actually quite interested in the coding side of this topic.
On Wed, 26 Jan 2005 15:31:45
-topic in the sense that it can be done (i think) in the map
without modifying the code at all.
On Wed, 26 Jan 2005 17:37:44 -0600, Austin McDonald [EMAIL PROTECTED] wrote:
Kind of off topic, but how is this not appropriate for the list?
Coding entities isn't part of what Half-Life
I'm trying to draw just a piece of a texture (say, a trapezoidal
piece) on my HUD, and I thought this might be the function to use.
I've attempted to use it, but I can't quite work out what it wants.
For testing, I've tried getting it to replicate DrawTexturedRect(0, 0,
h, w). The function wants
, and might
cause the gme to not know what mip to render
--- Austin McDonald [EMAIL PROTECTED] wrote:
I'm trying to draw just a piece of a texture (say, a
trapezoidal
piece) on my HUD, and I thought this might be the
function to use.
I've attempted to use it, but I can't quite work out
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