-- [ Picked text/plain from multipart/alternative ] 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? > > > > > > _______________________________________________ > > > 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 > > > > > > > > > > > > > > _______________________________________________ > > 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 > > -- - Ben Davison - http://www.shadow-phoenix.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders