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Re: Stealth Wireframe... [message #362028 is a reply to message #361981] |
Mon, 08 December 2008 19:00 |
pvtschlag
Messages: 122 Registered: April 2004
Karma: 0
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Recruit |
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Saberhawk posted how to do this awhile back.
At the top of DefaultShaderPluginClass::OnRender in shaders.cpp add
Quote: | if ((render_state->Textures[0] != NULL) && (strcmp(render_state->Textures[0]->Name,"stealth_effect.tga") == 0))
{
StateManager->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
}
else
{
StateManager->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
}
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-Lee
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Re: Stealth Wireframe... [message #362033 is a reply to message #362028] |
Mon, 08 December 2008 19:04 |
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MGamer
Messages: 412 Registered: January 2008
Karma: 0
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Commander |
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pvtschlag wrote on Mon, 08 December 2008 20:00 | Saberhawk posted how to do this awhile back.
At the top of DefaultShaderPluginClass::OnRender in shaders.cpp add
Quote: | if ((render_state->Textures[0] != NULL) && (strcmp(render_state->Textures[0]->Name,"stealth_effect.tga") == 0))
{
StateManager->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
}
else
{
StateManager->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
}
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maybe its an stupid question but... i need to have shaders enabled to use this?
rawr.....
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Re: Stealth Wireframe... [message #362034 is a reply to message #361981] |
Mon, 08 December 2008 19:04 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
Karma: 0
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General (1 Star) |
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I might try that except I don't know how to make backgrounds of images transparent.
"Unique"? I'm not sure that's true, seeing as how you're the only one seeing it ingame.
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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