somewhere is the buffer, If you can draw your thing after the d3devil think or after the opengenius thing will work, I guess. How to get this buffer? I dont know.
Tony "omega" Sergi wrote:
Yeah, with D3D you need access to the object; which isn't exposed in hl. I was able to grab the direcSOUND object in quake2 (long before it went opensource, I did my own sound thing to play music in a quake2 mod I was doing) but I've never been successful in getting the d3d object for HL, so I just left it as a "can't be done" scenario.
(to get the dsound object you just need to find the active app, and work from there, the d3d one baffles me)
-omega http://www.frontline2.com
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Pat Magnan Sent: October 19, 2003 1:55 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] TriAPI Question
Hmm, haven't played with D3D at all, is the problem you just can't get reference to the surfaces/device context the engine uses i guess?
HL2 will be interesting to see if there is something available up in the client code such that we can do our own D3D calls should we need to... ;).
At 12:56 AM 10/19/2003 -0400, you wrote:
Yes to the opengl, no to the d3d.
-omega http://www.frontline2.com
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Keith Jackson Sent: October 19, 2003 12:34 AM To: [EMAIL PROTECTED] Subject: [hlcoders] TriAPI Question
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Alright, I've been researching the past few hours, my eyes hurt, and
I'm
tired. I want to draw triangles without a texture. Just colors. Why waste speed doing textures if I just want a flat color? Is this possible? I cannot make it work at all. As soon as I take the TexCoord calls out, it no longer works, regardless of me putting in Color() and Brightness() calls.
So, is the TriAPI only for textured triangles? I can obviously get around this by making a solid colored texture, but that seems like an awful hack to me.
Also, where should I start looking to get 'deeper' into the drawing code? Can I find if we are in OpenGL mode and just start making gl* calls on my own? Or if we are in DX mode and start making DirectX
calls?
Thanks ahead of time.
Keith
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders