LL_Function( render, GetRenderTarget )
{
RENDER_CONTEXT();
Push_ITexture( pRenderContext-GetRenderTarget() );
return 1;
}
Pretty much returns a texture
LL_Function( cam, IgnoreZ )
{
RENDER_CONTEXT();
if ( g_Lua-GetBool(1) )
{
pRenderContext-DepthRange( 0.0f, 0.01f );
return 0;
}
I'd like to see it too to be honest.
/ScarT
2009/11/25 David Kraeutmann da...@davidkra.net
Krenzo learned to code by writing Empires, now we've got to clean up...
On Wed, Nov 25, 2009 at 11:41 PM, David Kraeutmann da...@davidkra.net
wrote:
Ours, but some Valve code is mess too :)
On
Ive been thinking bout this subject recently so I'd be really interested to
see what people have to say about it. I imagine theirs quite a bit published
about this too.
In assasins creed it seems like it detects the nearest grabable edge so that
when you jump towards it helps you onto it. It
On Tue, Nov 24, 2009 at 21:56, Matt Hoffman lord.matt.hoff...@gmail.comwrote:
I'm trying to go about figuring out what an efficient way of creating
'ledge
movement' for Source would be.
What I'm trying to accomplish is similar to Mirrors Edge and Assassins
Creed
where you can jump and hang
The blur shader - you can just take the shader dll from GMod if you want -
I
don't mind at all. If you want to implement it yourself it's just a shader
that blurs the texture.
More of modders need to be like this. :)
On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman garrynew...@gmail.com wrote:
Is it alright if I use your C++ ported code?
On Thu, Nov 26, 2009 at 11:22 AM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
The blur shader - you can just take the shader dll from GMod if you want
-
I
don't mind at all. If you want to implement it yourself it's just a
shader
that
Actually, you might want to put it on the VDC
On Thu, Nov 26, 2009 at 11:37 AM, Michael Corsaro corsa...@gmail.comwrote:
Is it alright if I use your C++ ported code?
On Thu, Nov 26, 2009 at 11:22 AM, Matt Hoffman
lord.matt.hoff...@gmail.com wrote:
The blur shader - you can just take
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