Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

FrameStageNotify shader issues when using DrawModelExecute #72

Open
MikeLall opened this issue Jul 31, 2019 · 8 comments
Open

FrameStageNotify shader issues when using DrawModelExecute #72

MikeLall opened this issue Jul 31, 2019 · 8 comments

Comments

@MikeLall
Copy link

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

@Vladislavik36
Copy link
Member

Vladislavik36 commented Aug 1, 2019

its known bug, I still haven't found any solution for it.
you can use -disable_d3d9ex, it will fix it.

@xor-128
Copy link

xor-128 commented Aug 5, 2019

its known bug, I still haven't found any solution for it.
you can use -disable_d3d9ex, it will fix it.

solution is simple, dont call original_DrawModelExecute multiply.

@anarh1st47
Copy link
Member

feel free make pull request with solution :)

@ghost
Copy link

ghost commented Aug 11, 2019

so has anyone fixed it?

@mr-nv
Copy link
Contributor

mr-nv commented Aug 19, 2019

@DenizDeni sounds like a bypass of the problem rather than a fix to it

@anarh1st47
Copy link
Member

should be fixed with last commit

@smefpw
Copy link

smefpw commented Sep 21, 2019

if you still wanted to use materials you can change the "base_texture" to either "white" or remove it completely

@InfernoLum
Copy link

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 if (g_pd3dDevice->CreateStateBlock(D3DSBT_PIXELSTATE, &d3d9_state_block) < 0) return; this is all located inside the imgui_impl_dx9.cpp

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

7 participants