If you mean that the edges of the models in front of the 'blur' are blurred, then it's because you're updating the refraction buffer after that model has been drawn, so when it's blurring it that model is being blurred too.
The only real way around it is to change everything to a non opaque render mode so they all get depth sorted.. garry On 6/28/07, Adam Donovan <[EMAIL PROTECTED]> wrote:
-- [ Picked text/plain from multipart/alternative ] Sorry for the double post but I named the post question wrong and was afraid people would just think the original was spam. I have been using some custom refract textures on models in game to create the illusion of depth of field. The idea works well enough with blurring the background but I am having a problem that the refractive texture Im using is also reflecting all the models in my scene and this creates some funny looking artifacts around the models in front of the refraction texture. I was wondering if there is some variable to put in the VMT file to turn off reflections? Basically I want to still have a refractive texture but without reflections. Also any ideas on simple depth of field would be helpful also Adam Donovan http://www.adamdonovan.net/ _________________________________________________________________ News, entertainment and everything you care about at Live.com. Get it now! http://www.live.com/getstarted.aspx -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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