I trimmed it all down to just a call like this, and the bug still occured:
g_pMatSystemSurface->DrawColoredText(
font,
100,
100,
255,
255,
255,
col_a,
"%s", text
);
It's definitely a bug in somebody's code, the only question is whether you're
supposed to be able to render 2D stuff at that point.
At 2007/01/26 03:33 PM, Nick wrote:
>I do not think that this is a bug. Can you post what you have in
>"ClientModeShared::PostRenderVGui()"?
>
>
>
>On 1/26/07, Jed <[EMAIL PROTECTED]> wrote:
>>Just thought I'd mention,
>>
>>I tried your "fix" in my mod and it stopped my "models on a VGUI
>>panel" from working.
>>
>>- Jed
>>
>>On 26/01/07, [EMAIL PROTECTED]
>><[EMAIL PROTECTED]> wrote:
>>> Since no one ever responded, I filed this zilla for tracking...
>>>
>>> http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108
>>>
>>> At 2007/01/15 01:06 AM, [EMAIL PROTECTED] wrote:
>>> >I noticed that when using PostRenderVGui, the 2D items I rendered would be
>>> >offset vertically down whenever the Centerprint VGUI panel activated. I
>>> >eventually tracked down this as a fix. I haven't filed a zilla on it
>>> >though because I'm wondering if maybe I'm using it inappropriately?
>>> >
>>> >--- ./mod/src/cl_dll/view_scene.cpp 10 Dec 2006 02:28:39 -0000 1.5
>>> >+++ ./mod/src/cl_dll/view_scene.cpp 15 Jan 2007 07:05:03 -0000
>>> >@@ -3485,6 +3485,8 @@
>>> > // The crosshair, etc. needs to get at the current setup
>>> > stuff
>>> > AllowCurrentViewAccess( true );
>>> >
>>> >+ g_pClientMode->PostRenderVGui();
>>> >+
>>> > // Draw the in-game stuff based on the actual viewport
>>> > being used
>>> > render->VGui_Paint( PAINT_INGAMEPANELS );
>>> >
>>> >@@ -3492,7 +3494,6 @@
>>> >
>>> > VGui_PostRender();
>>> >
>>> >- g_pClientMode->PostRenderVGui();
>>> > materials->Flush();
>>> > }
>>> >
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>>
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>
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