Ok here is where everyone goes... it took me all of 5 minutes to do this...

DoFlashlightShadow( blah blah blah ) in common_flashlight_fxc.h is called in
the shader file and it determines which method is used. Valve already kindly
left in a great number of methods to choose from. If you want no grain then
I believe doing a shadow function with DoShadow might work.

Chris

-----Original Message-----
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Tuesday, April 28, 2009 4:45 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be
removed?

You could at-least give people pointers to help him out. No-one asked you
for the source-code.

2009/4/28 Cory de La Torre <gear....@gmail.com>

> Minh's got it right ;D Like Garry had ever released how to parent the
> projector, amirite.
>
> On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals <
> stephen.miche...@gmail.com> wrote:
>
> > Staying on topic a bit wasn't the grain in the shadows introduced by
> > valve because of nvidia (forcing a cheaper version to be used) cards
> > that could not handle the newer flashlight effect in EP2 without lag?
> >
> > On Mon, Apr 27, 2009 at 4:00 PM, James Keith <jimmy4...@gmail.com>
> wrote:
> > > Once again, thanks for the totally-explaining-how-to-do-it post...
> >
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>
>
> --
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-- 
Sent from Olly's SEGA Game Gear
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