[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
Re: [hlcoders] Conversions and wchar_t
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Conversions and wchar_t
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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... URL: http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/f7095a0d/attachment-0001.html -- 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... URL: http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/be42d5b2/attachment-0001.html -- 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
Re: [hlcoders] Conversions and wchar_t
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... URL: http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/f7095a0d/attachment-0001.html -- 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... URL: http://list.valvesoftware.com/mailman/private/hlcoders/attachments/20111019/be42d5b2/attachment-0001.html -- 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