> Don't see why you would need a function like that; I believe if you pass
> an origin outside the view cone to "WorldToScreen", the X/Y/Z
> coordinates it returns are outside the drawing area anyway (the "Z"
> value would define the depth, negative values I believe are behind the
> player).
It m
e
player).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of James
Williams
Sent: Tuesday, February 12, 2002 9:50 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] TriAPI WorldToScreen() Function
> Whats the PosInCone function? Is this something yo
> Whats the PosInCone function? Is this something you have made?
> If so would
> a DotProduct test work the same way?
It's a quickie function I wrote that does a dot product with the viewangles,
yes.
-James "Corvidae" Williams ([EMAIL PROTECTED])
Administrator, Wavelength Forums (http://www.pla
, 2002 5:00 PM
Subject: RE: [hlcoders] TriAPI WorldToScreen() Function
> > Is there any example of the WorldToScreen function in the triAPI?
> > Or how about some documentation, or an explaination of what you
> > have to do to use it?
>
> int CHudTarget::Draw(f
Thank you so much, that will help me alot!
Sarge_Spank
www.illicitstudios.com
- Original Message -
From: "James Williams" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, February 12, 2002 5:00 PM
Subject: RE: [hlcoders] TriAPI WorldToScreen() Funct
> Is there any example of the WorldToScreen function in the triAPI?
> Or how about some documentation, or an explaination of what you
> have to do to use it?
int CHudTarget::Draw(float flTime)
{
cl_entity_t *pEnt, *pPlayer = gEngfuncs.GetLocalPlayer();
if (!pPlayer) return 1;
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Is there any example of the WorldToScreen function in the triAPI? Or how about some
documentation, or an explaination of what you have to do to use it?
This is the one function that I really need th
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