Well, I moved my code around a little and got it vaguely working. Fullbright is
rendered properly in the camcorder's screen (the small inset screen on the
v_model in the picture) but I noticed that phonged materials and only materials
with phong are rendered in the incorrect view. They will be
We’re wondering if this is bouncing. Sorry if its not ☹___
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Thanks for the new SDK Jay/Valve! Here are a few things I've noticed about
it:
* I got the Linux port running, and I must admit I found the sensation
strange to be building and playing a Source game client natively on Linux!
The files won't load though unless the names are in all lowercase. I
The list was bouncing my emails for while so I should make note that in the
intervening time the wrong ticket problem was resolved by deleting
steam.inf and steam_appid.txt on the server, the fullscreen shader sample
was merged into the SDK yesterday by Joe Ludwig who apparently can read my
mind,
Oh one more thing, a wishlist item:
* A fullscreen shader sample for this SDK would be great. I don't have one
from the old SDK that I can port up to 2013 which leaves me without a place
to start as far as screen space shaders go.
2013/7/30 Jorge Rodriguez bs.v...@gmail.com
Thanks for the new
A screenspace bloom shader sample was added to the SDK's git repo the other
day.
On 1 Aug 2013 03:28, Jorge Rodriguez bs.v...@gmail.com wrote:
Oh one more thing, a wishlist item:
* A fullscreen shader sample for this SDK would be great. I don't have one
from the old SDK that I can port up to
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