User:JacobsDevelop/GlowArticle: Difference between revisions
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== Activation == | == Activation == | ||
* Add GLOWS_ENABLE to the preprocessor directives on your client and server projects (don't forget to add it for release and debug, too!) | * Add {{GLOWS_ENABLE}} to the preprocessor directives on your client and server projects (don't forget to add it for release and debug, too!) | ||
* Add the following line to '''ClientModeShared::DoPostScreenSpaceEffects''': | * Add the following line to '''ClientModeShared::DoPostScreenSpaceEffects''': | ||
Revision as of 11:25, 22 April 2022
Activation
- Add Template:GLOWS ENABLE to the preprocessor directives on your client and server projects (don't forget to add it for release and debug, too!)
- Add the following line to ClientModeShared::DoPostScreenSpaceEffects:
g_GlowObjectManager.RenderGlowEffects( pSetup, 0 );
Materials Required:
SDK2013_TF2_GlowOutlineMaterials.zip
- Precache the effect by placing this code in clientmode_shared.cpp (search for other references of CLIENTEFFECT_REGISTER_BEGIN for usage example):
CLIENTEFFECT_REGISTER_BEGIN( PrecachePostProcessingEffectsGlow )
CLIENTEFFECT_MATERIAL( "dev/glow_color" )
CLIENTEFFECT_MATERIAL( "dev/halo_add_to_screen" )
CLIENTEFFECT_REGISTER_END_CONDITIONAL( engine->GetDXSupportLevel() >= 90 )
Don't forget to add the include defintion for the precache system!
#include "clienteffectprecachesystem.h"
Usage
Objects derived from CBaseEntity are able to glow, but setters and getters for the glow effect only appear to be defined from CBaseCombatCharacter onwards.
To start a glow, call:
myObject->AddGlowEffect(); //Make it glow
To update a glow, call:
myObject->UpdateGlowEffect(); //Update glow
To stop a glow, call:
myObject->RemoveGlowEffect(); //Make it stop glowing