User:JacobsDevelop/GlowArticle
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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 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"
(Optional) Transferring getters and setters from CBaseCombatCharacter
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