Actually, you might want to put it on the VDC On Thu, Nov 26, 2009 at 11:37 AM, Michael Corsaro <corsa...@gmail.com>wrote:
> Is it alright if I use your C++ ported code? > > > On Thu, Nov 26, 2009 at 11:22 AM, Matt Hoffman < > lord.matt.hoff...@gmail.com> wrote: > >> > >> > The blur shader - you can just take the shader dll from GMod if you want >> - >> > I >> > don't mind at all. If you want to implement it yourself it's just a >> shader >> > that blurs the texture. >> > >> >> More of modders need to be like this. :) >> On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman <garrynew...@gmail.com> >> wrote: >> >> > LL_Function( render, GetRenderTarget ) >> > { >> > RENDER_CONTEXT(); >> > Push_ITexture( pRenderContext->GetRenderTarget() ); >> > >> > return 1; >> > } >> > >> > Pretty much returns a texture >> > >> > LL_Function( cam, IgnoreZ ) >> > { >> > >> > RENDER_CONTEXT(); >> > >> > if ( g_Lua->GetBool(1) ) >> > { >> > pRenderContext->DepthRange( 0.0f, 0.01f ); >> > return 0; >> > } >> > >> > pRenderContext->DepthRange( 0.0f, 1.0f ); >> > >> > >> > return 0; >> > } >> > >> > Probably the most hacky way to do it. >> > >> > >> > The blur shader - you can just take the shader dll from GMod if you want >> - >> > I >> > don't mind at all. If you want to implement it yourself it's just a >> shader >> > that blurs the texture. >> > >> > garry >> > >> > On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White >> > <killermonke...@gmail.com>wrote: >> > >> > > OK, I have implemented the LUA code that was posted by that guy on >> > > facepunch.com into C++. I am having a couple problems though, and >> > > translation issues that maybe Garry can help with. >> > > >> > > Here is the code: http://www.copypastecode.com/16117/?view=lines >> > > >> > > I included the header at the top and the important definitions >> underneath >> > > (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and >> it >> > > works GREAT. The only issue I am having is the glow is not being >> cutout >> > > where the model is. I believe the problem lies with the way the >> stencil >> > is >> > > being created. >> > > >> > > Garry, what does the GetRenderTarget(...) function actually do? Right >> now >> > I >> > > am doing CTextureReference::InitRenderTarget(...) >> > > >> > > Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent >> call >> > in >> > > the C++ >> > > >> > > One last thing, "pp/blurx" does not exist in the Source Materials. Is >> > this >> > > a >> > > Garry's Mod material? >> > > >> > > Thanks for your help so far! >> > > >> > > Jonathan White >> > > GoldenEye: Source >> > > _______________________________________________ >> > > 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 >> > >> > >> _______________________________________________ >> 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