I had the same problem with TriApi (when I moved, color disappeard) :(
The solution I found was to draw a colored sprite. Not very clean,
but it works :)
 
I saw a thing about this... go in "valve\hw\3dlabs.cfg", you can read this :
 
// Paletted texture support doesn't seem to work on Permedia2 (has extension, but they show up white)?
gl_palette_tex 0

I don't know if this is the same bug we have... I've a GeForce III (3D Prophet).

--------------------------------------------------------
Cortex
HL Albator coder & mapper
www.hlalbator.fr.st
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----- Original Message -----
From: Tom
Sent: Monday, December 31, 2001 4:46 PM
Subject: [hlcoders] Why does all my triapi go white when I go into thirdperson mode

well not all of it, just the bits called from draw normal triangles. Heres just a test quad which is affected:
 
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
  gEngfuncs.pTriAPI->CullFace( TRI_NONE );
  gEngfuncs.pTriAPI->Brightness( 1 );
  
  gEngfuncs.pTriAPI->Begin( TRI_QUADS );
  gEngfuncs.pTriAPI->Color4f( 0.1,0.5,0.6,1.0 );
 
  gEngfuncs.pTriAPI->Brightness( 1 );
  gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
  gEngfuncs.pTriAPI->Vertex3f(-4096,4096,100);
 
  gEngfuncs.pTriAPI->Brightness( 1 );
  gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
  gEngfuncs.pTriAPI->Vertex3f(-4096,-4096,100);
 
  gEngfuncs.pTriAPI->Brightness( 1 );
  gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
  gEngfuncs.pTriAPI->Vertex3f(4096,-4096,100);
 
  gEngfuncs.pTriAPI->Brightness( 1 );
  gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
  gEngfuncs.pTriAPI->Vertex3f(4096,4096,100);
  
  gEngfuncs.pTriAPI->End();
 
--tom

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