-- [ Picked text/plain from multipart/alternative ] Alright. so that draws the sprite, but still, howdo I get it to draw in the correct spot? I send it the correct origin (vecOrigin) but then after the crossproduct, and vector subtracting, somehow it becomes like, static and is positioned next to the players foot, whether im crouch or standing, it shoots from the same spot.
On 3/15/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > All that pMesh stuff is just drawing a sprite. It's equivalent to HL1's > TriAPI, if you used that. > > > meshBuilder.Color4ubv (pColor); > > > > > Sets the color of the pixel. > > > meshBuilder.TexCoord2f (0, 0, 1); > > > > > Sets the coordinate on the texture for this pixel. > > > VectorMA (vecOrigin, -flHeight, up, point); > > VectorMA (point, -flWidth, right, point); > > meshBuilder.TangentS3fv( left.Base() ); > > meshBuilder.TangentT3fv( down.Base() ); > > meshBuilder.Normal3fv( back.Base() ); > > meshBuilder.Position3fv (point.Base()); > > > > > After some vector math, sets information for one vertex, including > position and normal. > > > meshBuilder.AdvanceVertex(); > > > > > Advances to the next vertex. > > > meshBuilder.End(); > > pMesh->Draw(); > > > > > Draws the resulting polygon. > > -- > Jorge "Vino" Rodriguez > > > _______________________________________________ > 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