It's not safe to try to draw anything to the HUD outside the HUD Draw code.
If you try to call it from someplace else, the screen might not be set in the proper way to render them. DrawPlayer is further down the pipeline and is not set to draw in ortho projection mode. Hence it will rendered in a 3D space rather than the tipical HUD mode ( plus it will get z clipped if it's behind anything ). You should store the names and position you want and render them later ( one frame late ) from a HUD element's draw function. Hope this works. -----Original Message----- From: Nate Lovallo To: [EMAIL PROTECTED] Sent: 5/4/2002 6:14 PM Subject: [hlcoders] Wierdest thing ever.... This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] OK, so I got my names to work. But now when i try to hud rendering code from the studiomodelrender heres what happened. http://home.attbi.com/~inbeastic/images/airplane20000.jpg >From what i can see, the hud is being rendered in space? heres my code in DrawPlayer if (cl_drawpnames->value > 0) { vec3_t screen; int nx, ny, orgx, orgy; gEngfuncs.pTriAPI->WorldToScreen(m_pCurrentEntity->origin,screen); screen[0] = XPROJECT(screen[0]); screen[1] = YPROJECT(screen[1]); screen[2] = 0.0f; nx = static_cast<int>(screen[1]); ny = static_cast<int>(screen[0]); gHUD.DrawHudString(nx, ny, ScreenWidth, m_pPlayerInfo->name , 0, 128, 255); } -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders