There is no need for g_View. Check CViewRender::GetViewSetup and CViewRender::GetPlayerViewSetup
Kind regards, *Saul Rennison* On 12 October 2011 19:02, <igor...@inbox.ru> wrote: > Another workaround, now with "stealing" CViewSetup. > That's not a proper fix, but at least it works for now. > So if somebody have some fresh ideas - share them please :p > Note: don't use this workaround with previous one. > > ---------- > > 1. Add CViewSetup g_View; before "void CViewRender::SetUpView()". > > 2. Add g_View = m_View; at the end of CViewRender::SetUpView(). > > 3. Before "C_VGuiScreen::DrawModel" add > #include "view_shared.h" > #include "iviewrender.h" > extern CViewSetup g_View; > > 4. Replace code between "ComputePanelToWorld();" and "return 1;" with this: > > CMatRenderContextPtr pRenderContext( materials ); > pRenderContext->MatrixMode( MATERIAL_PROJECTION ); > pRenderContext->PushMatrix(); > CViewSetup viewModelSetup( g_View ); > viewModelSetup.zNear = g_View.zNearViewmodel; > viewModelSetup.zFar = g_View.zFarViewmodel; > viewModelSetup.fov = g_View.fovViewmodel; > render->Push3DView( viewModelSetup, 0, NULL, view->GetFrustum() ); > pRenderContext->DepthRange( 0.0f, 0.1f ); > > g_pMatSystemSurface->DrawPanelIn3DSpace( pPanel->GetVPanel(), > m_PanelToWorld, > m_nPixelWidth, m_nPixelHeight, m_flWidth, m_flHeight ); > > // Finally, a pass to set the z buffer... > DrawScreenOverlay(); > > pRenderContext->DepthRange( 0.0, 1.0 ); > render->PopView( view->GetFrustum() ); > pRenderContext->MatrixMode( MATERIAL_PROJECTION ); > pRenderContext->PopMatrix(); > > ---------- > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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