Re: [hlcoders] Depth buffer problem

2009-05-28 Thread Olly
Me and James are both having the exact same problem, and are running Vista 32bit. I have tried running shadercompile.exe in compatability mode, but seems to not make a difference. I'm beginning to wonder if the operating system is a factor of the problems me and James are seeing. 2009/5/28 KLIMaka

Re: [hlcoders] Depth buffer problem

2009-05-27 Thread KLIMaka
WinXP Prof x64 SP2 > Yeah, I have no problems with running studiocompile. Out of curiosity, what > version of Windows are you all running this on? > > On Tue, May 26, 2009 at 2:13 PM, BEaST wrote: > > > Really? I have everything works fine! Maybe problem in erroneous bat-files? > > The solution

Re: [hlcoders] Depth buffer problem

2009-05-27 Thread James Gray
Yeah, I have no problems with running studiocompile. Out of curiosity, what version of Windows are you all running this on? On Tue, May 26, 2009 at 2:13 PM, BEaST wrote: > Really? I have everything works fine! Maybe problem in erroneous bat-files? > The solution, which helped me: > > 1) Copy fro

Re: [hlcoders] Depth buffer problem

2009-05-26 Thread BEaST
Really? I have everything works fine! Maybe problem in erroneous bat-files? The solution, which helped me: 1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into ...\src\materialsystem\stdshaders\ next files - shadercompile.exe and shadercompile_dll.dll 2) Change buildshaders.bat :

Re: [hlcoders] Depth buffer problem

2009-05-26 Thread James Gray
Sorry I don't have anything to contribute, but how were you able to get the shader SDK working? Using the beta SDK and DXSDK Nov2008, the .fxc files do not seem to build successfully. On May 23, 2009, at 9:29 PM, "walter" wrote: > I tried to make CShadowDepthView draw into a custom rende

Re: [hlcoders] Depth buffer problem

2009-05-23 Thread walter
I tried to make CShadowDepthView draw into a custom render target which would then be passed to shader, but I cant find the right way how to do it. Being inexperienced in programming, I really could use some advice. > only way - additional render pass with depth write only. Simplest way > (IMHO) t

Re: [hlcoders] Depth buffer problem

2009-05-23 Thread BEaST
only way - additional render pass with depth write only. Simplest way (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw() for writing full range depth. I think it should look like "always turned on flashlight" with FOV`s (horizontal and vertical) and resolution equal to viewport FOV

Re: [hlcoders] Depth buffer problem

2009-05-23 Thread walter
Is there any other way how to get depth (distance) into shader? It is for Orange Box-based mod. > On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means > that presented not full depth range, but only part, not to exceed > OO_DESTALPHA_DEPTH_RANGE (as defined in the file commo

Re: [hlcoders] Depth buffer problem

2009-05-23 Thread BEaST
On PC platform _rt_FullFrameDepth is a compressed depth buffer. This means that presented not full depth range, but only part, not to exceed OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h). That is why we have fake soft particles. Sadly :( > Is this for ep1? > > On Fri, May 2

Re: [hlcoders] Depth buffer problem

2009-05-23 Thread James Gray
Is this for ep1? On Fri, May 22, 2009 at 12:52 PM, walter wrote: > I wrote a custom shader which accesses depth buffer through > "_rt_FullFrameDepth" render target. It works, but alpha channel becomes > maxed out to white just few meters from camera, preventing intended > function. Any idea what

[hlcoders] Depth buffer problem

2009-05-22 Thread walter
I wrote a custom shader which accesses depth buffer through "_rt_FullFrameDepth" render target. It works, but alpha channel becomes maxed out to white just few meters from camera, preventing intended function. Any idea what could I be doing wrong? Jan "Walter" Sluka ___