ғᴜᴋᴏᴊʀ (07-16-2010),Crash (07-17-2010),UnOwN CoD3R (07-16-2010)
ғᴜᴋᴏᴊʀ (07-16-2010),Crash (07-17-2010),UnOwN CoD3R (07-16-2010)
Thanks, ima see what i can achieve xD
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Previous names
-darknezzrox
-Subpoena
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ғᴜᴋᴏᴊʀ (07-16-2010)
uhm... what u need to get working?? u are giving us only the RGB value of some colors
whit (07-17-2010)
Nice . I think .
[ Useless space ]
You put it on directx??
MASTER-KILLER NEW CODER
MPGH IS THE BEST
First your using Azorbix's GenerateTexture function which relies on a texture resource. Then here, when you are appearing to clarify what you said, your creating this color array in the middle of DIP without even manipulating it as a texture. I do see a SetTexture(&Red), and I'm not sure if your referencing it even before you created it O_O. I suggest that if you are going to use a color array like that, that you use "D3DXCreateTextureFromFileInMemory"
and use it like so...
Leave that color array out as a global, then create these in your hooked present function, checking to make sure that your colors are null upon creation, then recreate it.Code:LPDIRECT3DTEXTURE9 texRed; D3DXCreateTextureFromFileInMemory(pDevice, (LPCVOID)&bRed, 60, &texRed);
bRed should be in a header and then referenced.
P.S: Here is the GenerateTexture function (Credits to Azorbix from GD)
Code:HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32) { if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) ) return E_FAIL; WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12) |(WORD)(((colour32>>20)&0xF)<<8) |(WORD)(((colour32>>12)&0xF)<<4) |(WORD)(((colour32>>4)&0xF)<<0); D3DLOCKED_RECT d3dlr; (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0); WORD *pDst16 = (WORD*)d3dlr.pBits; for(int xy=0; xy < 8*8; xy++) *pDst16++ = colour16; (*ppD3Dtex)->UnlockRect(0); return S_OK; }
Last edited by Revolvium; 07-17-2010 at 02:39 AM.
Last edited by Crash; 07-17-2010 at 04:54 AM.