the effects outcome per material, contrary to a postprocess.
Disadvantages are that you have to be able to do it in a shader ofcourse,
and that the stock shaders leave very little room for modification before
you hit the limits of the shader model.
--
From: Zach
the existing shader code and you won't have a problem.
-- Maarten
On 25/02/2011 19:37, Zach Brockway wrote:
Good info. Tony also suggested using a material proxy on #hlcoders. I'll
hopefully have time to look into it some this weekend. However, your mention
of instruction limits is cause for concern
Hi list,
I've been investigating the possibility of being able to do across-the-board
material overriding. Motivated by an idea for implementing an alternate
vision mode, it would also entail a few other things like rendering
alternate view setups into render targets; however, all of that seems
It's probably true that it's malleable enough to do more traditional FPS
stuff with, but it still kind of makes me feel like the SDK is a
second-class citizen. Maybe this particular problem is easier to deal with
than I'm envisioning, but the SDK is definitely quirky in a lot of ways
besides. It
--
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Let me just say I like how the domain for your email address is not only
valvesoftware.co.uk but aforementioned site is advertising aimbot downloads
-- it's cute.
Besides that, I'm afraid I don't have an answer to your question, as I
haven't
--
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I don't know if this helps you, since you said for example, but in the
case you gave, but isn't that HOOK_COMMAND macro (weapon_selection.cpp:55)
plugging the cancelselect command into a function called Close? (I don't
have the code in front of
He meant GCC, not your entire distro.
On 7/13/05, Nick [EMAIL PROTECTED] wrote:
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
4.0 has not been tested, you should use the 3.4.x series.
- Alfred
-
i will try to install fedora core 3 tonight and see how that works
er...I realized you probably realized that. Don't mind me, I'm really tired.
On 7/14/05, Zach Brockway [EMAIL PROTECTED] wrote:
He meant GCC, not your entire distro.
On 7/13/05, Nick [EMAIL PROTECTED] wrote:
On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
4.0 has not been tested, you
The compiler is most assuredly clever enough to optimize away the
clause entirely considering there's no code to be executed therein.
On 7/8/05, SB Childe Roland [EMAIL PROTECTED] wrote:
Why wouldn't you comment out the entire if statement?? Do you like
wasting processor cycles?
--
Like I said. :P
Thanks for confirming it.
On 7/9/05, Tony Paloma [EMAIL PROTECTED] wrote:
Actually, just as a little side note, it seems as long as there is no
function in the expression, no machine code gets added to the program when
an if's statement has no code. So
if (
or something? I find it quite ideal for reading and
archiving mailing lists, and the spam filter is immaculate. Just a
thought.
On 7/3/05, Kamran [EMAIL PROTECTED] wrote:
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Thanks that works!
Zach Brockway wrote:
http://www.cplusplus.com/ref/cstdlib/itoa.html[1
--
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Yep.Add hl2mp_bot_temp.cpp to the hl project and rebuild.
On 6/3/05, r00t 3:16 [EMAIL PROTECTED] wrote:
hl error LNK2019: unresolved external symbol void __cdecl
Bot_RunAll(void)
(?Bot_RunAll@@YAXXZ) referenced in function void __cdecl
It's a bit off topic, but I have coincidentally been getting into
shader authoring lately and have been toying with a night vision post
process effect. It's probably horribly inefficient and unnecessary,
but if anyone is interested in seeing my shader, I've uploaded the
RenderMonkey project here:
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