Help❓ Implementing textures in csgo

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❓ Implementing textures in csgo
So yeah I'm trying to get my own textures in the game.

Here are the functions I made using the Valve SDK, thy are working aswell

Code:
unsigned int CreateNewTextureID(bool meh)
{ typedef unsigned int(__thiscall* OriginalFn)(void*, bool); return getvfunc<OriginalFn>(this, 43)(this, meh); } void DrawSetTextureRGBA(int TextureId, unsigned char const* rawRGBA, int W, int T, int h, bool f) { typedef void(__thiscall* OriginalFn)(void*, int, unsigned char const*, int, int, int, bool); return getvfunc<OriginalFn>(this, 37)(this, TextureId, rawRGBA, W, T, h , f); } bool IsTextureIDValid(int TextureID) { typedef bool(__thiscall* OriginalFn)(void*, int); return getvfunc<OriginalFn>(this, 42)(this, TextureID); } void DrawSetTexture(int TextureID) { typedef void(__thiscall* OriginalFn)(void*, int); return getvfunc<OriginalFn>(this, 38)(this, TextureID); } void DrawTexturedRect(int x0, int y0, int W, int T) { typedef void(__thiscall* OriginalFn)(void*, int, int, int, int); return getvfunc<OriginalFn>(this, 41)(this, x0, y0, W, T); }


My only issue is, I can't load the .raw file of the image correctly in my csgo.

I use Visual studio 2013 Ultimate, and if I try to use
fopen
It just wont load all of the image.

Anyone got any idea?

Also here is the function I made to actualy create and draw the Texture


Code:
void kappa(int w, int h)
{
    bool m_bValid = false;
    unsigned int m_iTexture;
    if (last_texture == 0 || !Surface->IsTextureIDValid(last_texture))
    {
        m_iTexture = Surface->CreateNewTextureID(true);
        if (!m_iTexture)
            return;
        Surface->DrawSetTextureRGBA(m_iTexture, allah, (unsigned int)w, (unsigned int)h, 0, 1);


        


        if (Surface->IsTextureIDValid(m_iTexture)) m_bValid = true;
        last_texture = m_iTexture;
    }
    else{
        m_iTexture = last_texture;
    }
    Surface->DrawSetColor(RGBA(255, 255, 255, 255));
    Surface->DrawSetTexture(m_iTexture);
    int s_W, s_H; EngineClient->GetScreenSize(s_W, s_H);
    Surface->DrawTexturedRect(s_W - w, s_H - h, s_W, s_H);
}


And yes I know my coding style isn't good, please dont cry about it

Any help is appreciated

1 week has passed and no further replies have been made by the OP. Assuming solved.

/Closed.
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