O.k. then, well thanks, but i meant more by making a new model type, instead of 
using the normal types, and yes, STRING( char ) seems to do the trick.

> From: czfj...@gmail.com
> Date: Wed, 19 Oct 2011 15:02:29 -0500
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Conversions and  wchar_t
> 
> Source uses primarily char, const char, and string_t (typedef const char) in 
> the bulk of its code, but wchar_t is used primarily for strings that 
> potentially use Unicode, such as VGUI's localization.
> 
> I haven't been in the code for a while, but I think the conversions are 
> accomplished by STRING( char ).
> 
> On Oct 19, 2011, at 2:00 PM, hlcoders-requ...@list.valvesoftware.com wrote:
> 
> > 
> > 
> > ------------------------------
> > 
> > Message: 2
> > Date: Wed, 19 Oct 2011 22:42:20 +1300
> > From: Face book <timothy123...@hotmail.com>
> > To: <hlcoders@list.valvesoftware.com>
> > Subject: [hlcoders] Conversions and  wchar_t
> > Message-ID: <bay147-w603ded3931de5ea4499055b5...@phx.gbl>
> > Content-Type: text/plain; charset="iso-8859-1"
> > 
> > 
> > I'm relatively new to Source SDK (only been playing around with it for a 
> > couple of months) but have been using C++ for 2 years (mainly DirectX) 
> > through Windows of course (though temporary problem with the Boot/BCD 
> > folder being deleted, I'm running from a Linux disk on my laptop)
> > 
> > 
> > Why is there still a few problems with char * to wchar_t problems still 
> > around, everyone always uses multibyte.
> > 
> > And is it possible to either paste or create some more code in relation to 
> > model rendering and loading?
> > 
> > Just in case anyones heard of it, NEVER go there, its a complete waste of 
> > time: 
> > 
> > http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/
> > Acrethaen
> > 
> >                                       
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
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> > 
> > ------------------------------
> > 
> > Message: 3
> > Date: Wed, 19 Oct 2011 05:24:40 -0700 (PDT)
> > From: "Adam \"amckern\" McKern" <amck...@yahoo.com>
> > To: Discussion of Half-Life Programming
> >     <hlcoders@list.valvesoftware.com>
> > Subject: Re: [hlcoders] Conversions and  wchar_t
> > Message-ID:
> >     <1319027080.9190.yahoomail...@web160709.mail.bf1.yahoo.com>
> > Content-Type: text/plain; charset="iso-8859-1"
> > 
> > Tricky Dicky :) Better to go to jay car, or Turks - they have what your 
> > after - but now i am taking this topic off topic.
> > 
> > ?
> > --------
> > Owner Nigredo Studios http://www.nigredostudios.com
> > 
> > 
> >> ________________________________
> >> From: Face book <timothy123...@hotmail.com>
> >> To: hlcoders@list.valvesoftware.com
> >> Sent: Wednesday, 19 October 2011 8:42 PM
> >> Subject: [hlcoders] Conversions and  wchar_t
> >> 
> >> 
> >> 
> >> I'm relatively new to Source SDK (only been playing around with it for a 
> >> couple of months) but have been using C++ for 2 years (mainly DirectX) 
> >> through Windows of course (though temporary problem with the Boot/BCD 
> >> folder being deleted, I'm running from a Linux disk on my laptop)
> >> 
> >> 
> >> Why is there still a few problems with char * to wchar_t problems still 
> >> around, everyone always uses multibyte.
> >> 
> >> And is it possible to either paste or create some more code in relation to 
> >> model rendering and loading?
> >> 
> >> Just in case anyones heard of it, NEVER go there, its a complete waste of 
> >> time: 
> >> http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/
> >> Acrethaen
> >> 
> >> 
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives, 
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> 
> >> 
> >> 
> >> 
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
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> > 
> > ------------------------------
> > 
> > Message: 4
> > Date: Wed, 19 Oct 2011 14:02:37 +0100
> > From: Saul Rennison <saul.renni...@gmail.com>
> > To: Discussion of Half-Life Programming
> >     <hlcoders@list.valvesoftware.com>
> > Subject: Re: [hlcoders] Conversions and wchar_t
> > Message-ID:
> >     <cad6yl_xbtl2mb586sw+apbxvy84m0xveur4zc3zs4efu8ih...@mail.gmail.com>
> > Content-Type: text/plain; charset="iso-8859-1"
> > 
> > It would be possible to create your own model loading code by simply making
> > a new entity (i.e. prop_custom) and then in your client Render code, fill a
> > mesh with the vertices, and Draw.
> > 
> > As for custom rendering, try your own shader.
> > 
> > 
> > Kind regards,
> > *Saul Rennison*
> > 
> > 
> > On 19 October 2011 10:42, Face book <timothy123...@hotmail.com> wrote:
> > 
> >> I'm relatively new to Source SDK (only been playing around with it for a
> >> couple of months) but have been using C++ for 2 years (mainly DirectX)
> >> through Windows of course (though temporary problem with the Boot/BCD 
> >> folder
> >> being deleted, I'm running from a Linux disk on my laptop)
> >> 
> >> 
> >> Why is there still a few problems with char * to wchar_t problems still
> >> around, everyone always uses multibyte.
> >> 
> >> And is it possible to either paste or create some more code in relation to
> >> model rendering and loading?
> >> 
> >> Just in case anyones heard of it, NEVER go there, its a complete waste of
> >> time:
> >> http://www.productreview.com.au/p/dick-smith-electronics.htmlonics/<http://www.productreview.com.au/p/dick-smith-electronics/>
> >> Acrethaen
> >> 
> >> 
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> 
> >> 
> >> 
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> > 
> > ------------------------------
> > 
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> > 
> > 
> > End of hlcoders Digest, Vol 7, Issue 20
> > ***************************************
> 
> 
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> 
                                          
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