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FrameStageNotify shader issues when using DrawModelExecute #72
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its known bug, I still haven't found any solution for it. |
solution is simple, dont call original_DrawModelExecute multiply. |
feel free make pull request with solution :) |
so has anyone fixed it? |
@DenizDeni sounds like a bypass of the problem rather than a fix to it |
should be fixed with last commit |
if you still wanted to use materials you can change the "base_texture" to either "white" or remove it completely |
Its probably some directX related problem, I had a similar issue where some t models would have a shiny bald forehead, it was quite funny but I got it fixed by adding a d3d9_state_block->Capture(); right after |
When applying a skin to a gun while using DrawModelExecute I get this shadow on the weapon.
I originally thought it was ImGUI but after removing it, it still happens but only when you hook DrawModelExecute as well.
The only answer I can find is here: https://www.unknowncheats.me/forum/2455938-post3.html but I only call 'ofunc' once with chams.
Any solution?
Thanks
example skin: https://i.imgur.com/Heydfon.png
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