RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread James Williams
> 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

RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread David Flor
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

RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread James Williams
> 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

Re: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread Philip Plante
, 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

Re: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread Philip Plante
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

RE: [hlcoders] TriAPI WorldToScreen() Function

2002-02-12 Thread James Williams
> 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;