fixed alpha on some c hands
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4e46d490bc
commit
9ad767bc95
@ -492,6 +492,7 @@ local myMat2 = CreateMaterial( "HandIconGenerator_RTMat", "UnlitGeneric", {
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["$vertexcolor"] = 1,
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["$vertexalpha"] = 1,
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} )
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local matshiny = Material("models/shiny")
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function Menu.Setup()
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@ -870,8 +871,8 @@ function Menu.Setup()
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CL_REALHANDS:SetParent( CL_FISTS )
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local cam_pos = Vector( 0, 0, 0 )
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local cam_ang = Angle( 4, -18, 0 )
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local cam_fov = 20
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local cam_ang = Angle( 6, -16.9, 0 )
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local cam_fov = 17
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render.PushRenderTarget( HandIconGenerator )
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render.OverrideDepthEnable( true, true )
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@ -892,16 +893,43 @@ function Menu.Setup()
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}
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render.SetLocalModelLights(CL_SHIRT)
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render.Clear( 0, 0, 0, 0 )
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-- render.Clear(0, 0, 0, 0, true, true)
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render.Clear(0, 0, 0, 0)
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render.ClearDepth( true )
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render.OverrideAlphaWriteEnable( true, true )
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-- rendering twice to get good alpha
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render.SetBlend(1)
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render.SetColorModulation(1, 1, 1)
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render.MaterialOverride(matshiny)
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render.OverrideColorWriteEnable(true, false)
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cam.Start3D( cam_pos, cam_ang, cam_fov, 0, 0, 64, 64, 0.1, 1000 )
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CL_FISTS:SetupBones()
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CL_REALHANDS:SetupBones()
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CL_REALHANDS:DrawModel( STUDIO_TWOPASS )
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cam.End3D()
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render.OverrideColorWriteEnable(false, false)
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render.MaterialOverride()
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render.SetWriteDepthToDestAlpha( true )
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render.OverrideBlend( true, BLEND_ONE, BLEND_ZERO, BLENDFUNC_ADD, BLEND_ZERO, BLEND_ONE, BLENDFUNC_ADD )
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cam.Start3D( cam_pos, cam_ang, cam_fov, 0, 0, 64, 64, 0.1, 1000 )
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CL_FISTS:SetupBones()
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CL_REALHANDS:SetupBones()
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CL_REALHANDS:DrawModel( STUDIO_TWOPASS )
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cam.End3D()
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render.MaterialOverride()
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render.SetWriteDepthToDestAlpha( false )
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render.OverrideBlend( false )
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render.SuppressEngineLighting(false)
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print( "Generating " .. result.model:StripExtension() )
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local data = render.Capture( {
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format = "png",
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