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Seems very cool, what is it for?

On 6/2/05, Tim Holt <[EMAIL PROTECTED]> wrote:
>
> I figured this out by the way. Ends up the lines were being drawn behind
> the
> background of the VGUI panel. By removing the background I got them to
> show
> up. IT means I end up with a transparent panel, however by placing it in
> front
> of a black brush based background it works fine.
>
> Picture of it in action at
> http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and
> a quick & dirty movie clip at
> http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv
>
>
> Quoting Tim Holt <[EMAIL PROTECTED]>:
>
> > Interesting - thanks Yahn, I'll check that out.
> >
> > A post in the VERC forums suggests maybe the DrawFilledRect primitive
> will
> > work
> > in 3d. Perhaps I can make a bargraph type display instead of a true line
> > graph. I'm trying to do something like
> > http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen
> placed
> > on
> > the (currently not animated) prop you see in
> > http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg
> >
> > Because the chart data is actually dynamic and not just an animated
> loop, it
> > needs to be rendered out real-time.
> >
> > Quoting Yahn Bernier <[EMAIL PROTECTED]>:
> >
> > > I would write your own mathed using the material system using
> > > CMeshBuilder with MATERIAL_LINES as the primitive type. The cl_dll
> code
> > > has some examples of using a meshbuilder instead of surface() to do
> > > drawing. You'll need to hook in at the correct part of rendering to
> > > make sure the projection matrix is not set up for ortho/2d drawing,
> etc.
> > > You might also look at CDebugOverlay::AddLineOverlay which might
> already
> > > do what you want.
> > >
> > > Yahn
> > >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt
> > > Sent: Tuesday, May 31, 2005 12:34 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space
> > > vgui_screen?
> > >
> > > I've been doing "conventional" HUD type displays, and have been using
> > > the DrawLine graphics primitive to draw various graphics items on them
> > > just fine.
> > > Now I want to take one of those displays and have sitting in 3d game
> > > space via the vgui_screen entity. It works up to a point, with my text
> > > elements showing up etc. however it has problems when I try and draw
> > > lines with DrawLine.
> > >
> > > Normally I would do...
> > >
> > > vgui::surface()->DrawLine (x1, y1, x2, y2);
> > >
> > > to draw a line from point [x1,y1] to [x2,y2] in the VGUI object's
> > > coordinate space. Works great when it's on the HUD. But when it's in
> 3d
> > > space, it still draws the lines on the HUD and does not draw them in
> the
> > > 3d rendered version of the VGUI screen.
> > >
> > > I've searched through the SDK source but so far haven't found any
> place
> > > where this is actually done in the game, so I don't know if it's even
> > > possible.
> > >
> > > I suppose what I need is the equivalent of
> > >
> > > vgui::surface()
> > >
> > > which gives me the drawing surface for the 3d rendered VGUI screen.
> > >
> > > Alternately, I wondered if I could draw the lines on an off-screen
> image
> > > buffer, then just put the image onto the VGUI panel once it's drawn.
> > > That or use the temporary entity line to draw 3d lines in front of my
> > > VGUI screen. The screen won't move at all (fixed orientation) so
> > > getting the transforms right won't be that big of a deal.
> > >
> > > Anyone have any clues or suggestions?
> > >
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> > >
> > >
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> > >
> > >
> >
> >
> >
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> >
>
>
>
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>


--
- Ben Davison
- http://www.shadow-phoenix.com
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