> 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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