[BUG?] cam.Start3D is acting weird. Sample code posted.
4 replies, posted
[video=youtube;R1QW-6f9PdM]http://www.youtube.com/watch?v=R1QW-6f9PdM[/video]
It changes it's position [B]slightly[/B] when the angle changes. If someone can help me, fix this issue, I'd appreciate it.
Here is the exact code I'm using:
[lua]local CSModel = ClientsideModel( "models/props_c17/FurnitureTable003a.mdl" )
CSModel:SetNoDraw( true )
CSModel:SetPos( vector_origin )
CSModel:SetAngles( angle_zero )
hook.Add( "PostDrawOpaqueRenderables", "Test", function( )
if !CSModel then return end
local camAngle = EyeAngles( )
local camPos = ( EyePos( ) - LocalPlayer( ):GetPos( ))
cam.Start3D( camPos, camAngle, LocalPlayer( ):GetFOV( ), 0, 0, ScrW( ), ScrH( ))
cam.IgnoreZ( false )
CSModel:DrawModel( )
cam.IgnoreZ( false )
cam.End3D( )
end )[/lua]
You don't even need a 3D camera there, you are already drawing in a 3D context.
Funny as it is, I need it.
Here is why:
[t]https://dl.dropboxusercontent.com/u/17839069/C_123.png[/t]
I scaled the car models down, the rendering stops (clips out a portion of it). I re-render the car with normal scale to keep the detail I'd be losing when I scale it down.
Without my method looks like this:
[t]https://dl.dropboxusercontent.com/u/17839069/C_124.png[/t]
Ok, I tested it, and you gotta do it like this:
[code]
cam.Start3D( camPos, camAngle )[/code]
Also, those two cam.IgnoreZ should be removed as they don't do anything. At least with those arguments in that code.
[editline]16th July 2014[/editline]
It does it because of the 3rd argument, which you can set to nil to use whatever the engine default is.
[QUOTE=Robotboy655;45402502]Ok, I tested it, and you gotta do it like this:
[code]
cam.Start3D( camPos, camAngle )[/code]
Also, those two cam.IgnoreZ should be removed as they don't do anything. At least with those arguments in that code.
[editline]16th July 2014[/editline]
It does it because of the 3rd argument, which you can set to nil to use whatever the engine default is.[/QUOTE]
Thanks man, appreciate it. Worked for me.
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