Re: [hlcoders] CBaseClientRenderTargets and rendertarget interface
Note: I wrote a tutorial on how to do all this crap http://developer.valvesoftware.com/wiki/Adding_a_Dynamic_Scope Cheers Emiel Regis On Sun, 30 Sep 2007 02:39:42 +0200, Andrew Ritchie [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just a quick question to see if anyone knows if CBaseClientRenderTargets is no longer how the _rt_WaterReflection, _rt_Camera etc.. rendertargets are being intitalized. We've added our own rendertargets for simple view bluring and I've been trying to clean up our code a bit since people complain of the intialization of our targets causing increases in loading times. Anyway, after creating similar functions to the existing ones in CBaseClientRenderTargets I've discovered that the class never even has the init function called on it. Am I looking in the wrong place for this? Are the other render targets created inside of the engine? Or has somewhere along the lines our initialization of the render targets class been removed, even though the default ones are still available in game. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CBaseClientRenderTargets and rendertarget interface
Wonderful, Thanks alot for this.we been working on an older style sniper for our Mod and this is what it needs! Thanks alot.. Cheers! Gusher http://www.deadwoodmod.com http://www.wildwestgames.org Visit Us in Second Life http://slurl.com/secondlife/Saddle%20Canyon/165/95/22/ Emiel Regis wrote: Note: I wrote a tutorial on how to do all this crap http://developer.valvesoftware.com/wiki/Adding_a_Dynamic_Scope Cheers Emiel Regis On Sun, 30 Sep 2007 02:39:42 +0200, Andrew Ritchie [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just a quick question to see if anyone knows if CBaseClientRenderTargets is no longer how the _rt_WaterReflection, _rt_Camera etc.. rendertargets are being intitalized. We've added our own rendertargets for simple view bluring and I've been trying to clean up our code a bit since people complain of the intialization of our targets causing increases in loading times. Anyway, after creating similar functions to the existing ones in CBaseClientRenderTargets I've discovered that the class never even has the init function called on it. Am I looking in the wrong place for this? Are the other render targets created inside of the engine? Or has somewhere along the lines our initialization of the render targets class been removed, even though the default ones are still available in game. -- ___ 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
[hlcoders] CBaseClientRenderTargets and rendertarget interface
-- [ Picked text/plain from multipart/alternative ] Just a quick question to see if anyone knows if CBaseClientRenderTargets is no longer how the _rt_WaterReflection, _rt_Camera etc.. rendertargets are being intitalized. We've added our own rendertargets for simple view bluring and I've been trying to clean up our code a bit since people complain of the intialization of our targets causing increases in loading times. Anyway, after creating similar functions to the existing ones in CBaseClientRenderTargets I've discovered that the class never even has the init function called on it. Am I looking in the wrong place for this? Are the other render targets created inside of the engine? Or has somewhere along the lines our initialization of the render targets class been removed, even though the default ones are still available in game. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders