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Void CGlowObjectManager::RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext ) Static void SetRenderTargetAndViewPort( ITexture *rt, int w, int h ) PIXEvent _pi圎vent( pRenderContext, "EntityGlowEffects " ) ĪpplyEntityGlowEffects( pSetup, nSplitScreenSlot, pRenderContext, glow_outline_effect_width. PRenderContext-> GetViewport( nX, nY, nWidth, nHeight ) GetBool() )ĬMatRenderContextPtr pRenderContext( materials ) If ( g_pMaterialSystemHardwareConfig-> SupportsPixelShaders_2_0() ) Void CGlowObjectManager::RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot )
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PRenderContext-> SetStencilWriteMask( m_nWriteMask ) PRenderContext-> SetStencilTestMask( m_nTestMask ) PRenderContext-> SetStencilReferenceValue( m_nReferenceValue ) PRenderContext-> SetStencilCompareFunction( m_CompareFunc ) PRenderContext-> SetStencilPassOperation( m_PassOp ) PRenderContext-> SetStencilZFailOperation( m_ZFailOp ) PRenderContext-> SetStencilFailOperation( m_FailOp ) PRenderContext-> SetStencilEnable( m_bEnable ) Void SetStencilState( CMatRenderContextPtr &pRenderContext ) M_CompareFunc = STENCILCOMPARISONFUNCTION_ALWAYS M_PassOp = m_FailOp = m_ZFailOp = STENCILOPERATION_KEEP StencilComparisonFunction_t m_CompareFunc " ) Įxtern bool g_bDumpRenderTargets // in viewpostprocess.cpp " ) ĬonVar glow_outline_effect_width( "glow_outline_width ", "10.0f ", FCVAR_CHEAT, "Width of glow outline effect in screen space. # define FULL_FRAME_TEXTURE "_rt_FullFrameFB "ĬonVar glow_outline_effect_enable( "glow_outline_effect_enable ", "1 ", FCVAR_ARCHIVE, "Enable entity outline glow effects. # include "materialsystem/imaterialvar.h " Functionality to render a glowing outline around client renderable objects. = Copyright Valve Corporation, All rights reserved.