Hey,

Im trying to perform masking with VGUI surfaces. My goal is to take a base
texture and apply a binary mask texture to it (white = transparent, black =
solid) so that I can give my rectangular texture rounded edges or any other
kind of shape I want.

This is usually done by rendering the mask texture on the destination
surface, and then rendering the base texture on top using a special blend
function that will only retain the parts of the base texture where the color
of the mask texture underneath is black.

Now I've been searching a bit in the HL2 SDK code, and the only potential
tool I've found is RenderTarget and procedural textures. However, there
doesnt seem to be any way of modifying the blend function from the material
system, since I guess the blending formulas are defined in the material
shaders themselves.

So i'm wondering if there's an obvious, easy way of doing masking that I
would have missed, or if I'm going ot have to resort to writting a shader
for this?

Any help appreciated!
Spk



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