Wasnt there a replacematerial method? I remember something like that. For our alternate vision i ended up making a custom version of all the stock shaders with a material proxy allowing me to switch between vision modes in the shader itself. Advantages there are the switch is immediate and you can change the effects outcome per material, contrary to a postprocess. Disadvantages are that you have to be able to do it in a shader ofcourse, and that the stock shaders leave very little room for modification before you hit the limits of the shader model.
-----Original Message----- From: Zach Brockway Sent: woensdag 23 februari 2011 0:23 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Overriding materials, especially while rendering world (BSP) geometry Hi list, I've been investigating the possibility of being able to do across-the-board material overriding. Motivated by an idea for implementing an alternate vision mode, it would also entail a few other things like rendering alternate view setups into render targets; however, all of that seems to be well-supported and you even get the benefit of examples of how to do it. The part that I'm really stuck on is the fact that there doesn't seem to be a way to affect the material used for rendering BSP geometry, since it's all blackboxed away in the engine. Things I've tried: 1. Calling ForcedMaterialOverride on modelrender, studiorender, and g_pStudioRender, before render->DrawWorldLists is called. This had no effect. 2. Installing an IBrushRenderer using render->InstallBrushSurfaceRenderer. My implementation of RenderBrushModelSurface was never called, so I suspect this only affects brush-based entities. Of course, I still have to worry about how to handle the rendering of *everything else* if I manage to figure this out, but this particular problem struck me as the biggest stretch for the engine. Thanks in advance for any advice. -- "They've penetrated our code walls. They're stealing the Internet!" "We'll need to hack all IPs simultaneously."
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