Yes there is actually. In order to achieve the effect required we have to force the tonemap scale to a specific value when rendering the output that goes to the render target.
On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison <saul.renni...@gmail.com>wrote: > Is there a reason why your render target needs to be HDR? I've been able to > create render targets perfectly fine without problem. > > Thanks, > - Saul. > > > On 7 January 2011 14:59, Cale Dunlap <cale.dun...@gmail.com> wrote: > >> Has anybody else ever seen a case where their render targets are always >> returning 64 for both GetActualWidth() and GetActualHeight() ? >> >> This seems to be most prevalent on HDR maps for some reason. Here's the >> code that is creating my render target: >> >> pMaterialSystem->CreateNamedRenderTargetTextureEx2( >> VarArgs("_rt_Sensor%d", idx), 512, 512, RT_SIZE_OFFSCREEN, >> pMaterialSystem->GetBackBufferFormat(), >> MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT, >> CREATERENDERTARGETFLAGS_HDR ); >> >> Where idx is a number between 0 and 7 (total of 8 render targets). Any >> ideas why this is happening? >> >> Thanks in advance! >> >> -Cale >> >> _______________________________________________ >> 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 > > >
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