Re: [hlcoders] DrawTexturedPolygon

2005-02-01 Thread Austin McDonald
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

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Austin McDonald
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

Re: [hlcoders] moveable Spawnpoints

2005-01-26 Thread Austin McDonald
-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

[hlcoders] DrawTexturedPolygon

2005-01-26 Thread Austin McDonald
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

Re: [hlcoders] DrawTexturedPolygon

2005-01-26 Thread Austin McDonald
, 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