CMeshBuilder
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The CMeshBuilder can be used to draw primitives. In most cases it is required that you call CMeshBuilder inside of DrawModel. Also, DrawModel will only be called for your C_BaseEntity if you have the ShouldDraw function return true.
#ifdef CLIENT_DLL
virtual bool ShouldDraw() { return true; }
virtual int DrawModel( int flags );
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Override to allow us to draw motion blur quads
//-----------------------------------------------------------------------------
int YourClass::DrawModel( int flags )
{
// Do something here to get your vectors....
CMatRenderContextPtr pRenderContext( materials );
IMesh *pMesh;
//Must be bound before the call to get the mesh
pRenderContext->Bind( pBlurMaterial );
pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Color3f( 1.0f, 1.0f, 1.0f );
meshBuilder.TexCoord2f( 0,0,0 );
meshBuilder.Position3f( posL.x,posL.y,posL.z );
meshBuilder.AdvanceVertex();
meshBuilder.Color3f( 1.0f, 1.0f, 1.0f );
meshBuilder.TexCoord2f( 0,1,0 );
meshBuilder.Position3f( posR.x,posR.y,posR.z );
meshBuilder.AdvanceVertex();
meshBuilder.Color3f( 1.0f, 1.0f, 1.0f );
meshBuilder.TexCoord2f( 0,1,1 );
meshBuilder.Position3f( oldPosL.x, oldPosL.y, oldPosL.z );
meshBuilder.AdvanceVertex();
meshBuilder.Color3f( 1.0f, 1.0f, 1.0f );
meshBuilder.TexCoord2f( 0,0,1 );
meshBuilder.Position3f( oldPosR.x, oldPosR.y, oldPosR.z );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
return BaseClass::DrawModel( flags );
}
#endif