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View Full Version : Freezing.



Spenser
05-21-2008, 05:05 AM
Ok I have now finished my chams, when I go into a game and star them and then leave a room the game freezes. Also, when I play for about 15 minutes the chams
turn white and my screen turns buggy.. what could be the problem? I use other people's chams and they work fine for me :(...

ganglyman21
05-21-2008, 09:19 AM
Sounds like what happened to me on my old PC, making everything work overtime, so stuff starts to bug. Best advice lower all your settings update ur grphx drivers and close ANYTHING other than war.

Spenser
05-21-2008, 02:34 PM
Sounds like what happened to me on my old PC, making everything work overtime, so stuff starts to bug. Best advice lower all your settings update ur grphx drivers and close ANYTHING other than war.

Na... I have VIP at other sites and they don't freeze up when I leave, or when I play ingame.

masterboy
05-21-2008, 02:47 PM
Post your chams code so we can see what is wrong with it...

Spenser
05-21-2008, 02:53 PM
Post your chams code so we can see what is wrong with it...


/* Direct3D8 Device */

#include <windows.h>
#include "main.h"
#include "d3d8.h"
#include "graphic_adds.h"

#define D3DHOOK_TEXTURES //comment this to disable texture hooking
bool chams;
UINT m_Stride;
LPDIRECT3DTEXTURE8 texRed, texGreen; //textures

HRESULT CD3DManager::Initialize()
{
/*
initialize Resources such as textures
(managed and unmanaged [D3DPOOL]),
vertex buffers, and other D3D rendering resources
...
m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
*/
return S_OK;
}

HRESULT CD3DManager::PreReset()
{
/*
release all UNMANAGED [D3DPOOL_DEFAULT]
textures, vertex buffers, and other
volitile resources
...
_SAFE_RELEASE(m_pD3Dtexture);
*/
return S_OK;
}

HRESULT CD3DManager::PostReset()
{
/*
re-initialize all UNMANAGED [D3DPOOL_DEFAULT]
textures, vertex buffers, and other volitile
resources
...
m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
*/
return S_OK;
}

HRESULT CD3DManager::Release()
{
/*
Release all textures, vertex buffers, and
other resources
...
_SAFE_RELEASE(m_pD3Dtexture);
*/
return S_OK;
}


HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
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;
}

//-----------------------------------------------------------------------------

HRESULT APIENTRY hkIDirect3DDevice8::QueryInterface(REFIID riid, void** ppvObj)
{
return m_pD3Ddev->QueryInterface(riid, ppvObj);
}

ULONG APIENTRY hkIDirect3DDevice8::AddRef(void)
{
m_refCount++;
return m_pD3Ddev->AddRef();
}

ULONG APIENTRY hkIDirect3DDevice8::Release(void)
{
if( --m_refCount == 0 )
m_pManager->Release();

return m_pD3Ddev->Release();
}

HRESULT APIENTRY hkIDirect3DDevice8::TestCooperativeLevel(void)
{
return m_pD3Ddev->TestCooperativeLevel();
}

UINT APIENTRY hkIDirect3DDevice8::GetAvailableTextureMem(void)
{
return m_pD3Ddev->GetAvailableTextureMem();
}

HRESULT APIENTRY hkIDirect3DDevice8::ResourceManagerDiscardBytes(DW ORD Bytes)
{
return m_pD3Ddev->ResourceManagerDiscardBytes(Bytes);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetDirect3D(IDirect3D8** ppD3D8)
{
HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D8);
if( SUCCEEDED(hRet) )
*ppD3D8 = m_pD3Dint;
return hRet;
}

HRESULT APIENTRY hkIDirect3DDevice8::GetDeviceCaps(D3DCAPS8* pCaps)
{
return m_pD3Ddev->GetDeviceCaps(pCaps);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetDisplayMode(D3DDISPLAYMODE* pMode)
{
return m_pD3Ddev->GetDisplayMode(pMode);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetCreationParameters(D3DDEVIC E_CREATION_PARAMETERS *pParameters)
{
return m_pD3Ddev->GetCreationParameters(pParameters);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetCursorProperties(UINT XHotSpot,UINT YHotSpot,IDirect3DSurface8* pCursorBitmap)
{
return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);
}

void APIENTRY hkIDirect3DDevice8::SetCursorPosition(int X,int Y,DWORD Flags)
{
m_pD3Ddev->SetCursorPosition(X, Y, Flags);
}

BOOL APIENTRY hkIDirect3DDevice8::ShowCursor(BOOL bShow)
{
return m_pD3Ddev->ShowCursor(bShow);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateAdditionalSwapChain(D3DP RESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain8** pSwapChain)
{
return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, pSwapChain);
}

HRESULT APIENTRY hkIDirect3DDevice8::Reset(D3DPRESENT_PARAMETERS* pPresentationParameters)
{
m_pManager->PreReset();

HRESULT hRet = m_pD3Ddev->Reset(pPresentationParameters);

if( SUCCEEDED(hRet) )
{
m_PresentParam = *pPresentationParameters;
m_pManager->PostReset();
}

return hRet;
}

HRESULT APIENTRY hkIDirect3DDevice8::Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion)
{
return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetBackBuffer(UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer)
{
return m_pD3Ddev->GetBackBuffer(BackBuffer, Type, ppBackBuffer);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetRasterStatus(D3DRASTER_STAT US* pRasterStatus)
{
return m_pD3Ddev->GetRasterStatus(pRasterStatus);
}

void APIENTRY hkIDirect3DDevice8::SetGammaRamp(DWORD Flags,CONST D3DGAMMARAMP* pRamp)
{
m_pD3Ddev->SetGammaRamp(Flags, pRamp);
}

void APIENTRY hkIDirect3DDevice8::GetGammaRamp(D3DGAMMARAMP* pRamp)
{
m_pD3Ddev->GetGammaRamp(pRamp);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8** ppTexture)
{
HRESULT hRet = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture);

#ifdef D3DHOOK_TEXTURES
if(hRet == D3D_OK) { *ppTexture = new hkIDirect3DTexture8(ppTexture, this, Width, Height, Format); }
#endif

return hRet;
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8** ppVolumeTexture)
{
return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8** ppCubeTexture)
{
return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer8** ppVertexBuffer)
{
return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8** ppIndexBuffer)
{
return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,BOOL Lockable,IDirect3DSurface8** ppSurface)
{
return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample, Lockable, ppSurface);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,IDirect3DSurface8** ppSurface)
{
return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, ppSurface);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateImageSurface(UINT Width,UINT Height,D3DFORMAT Format,IDirect3DSurface8** ppSurface)
{
return m_pD3Ddev->CreateImageSurface(Width, Height, Format, ppSurface);
}

HRESULT APIENTRY hkIDirect3DDevice8::CopyRects(IDirect3DSurface8* pSourceSurface,CONST RECT* pSourceRectsArray,UINT cRects,IDirect3DSurface8* pDestinationSurface,CONST POINT* pDestPointsArray)
{
return m_pD3Ddev->CopyRects(pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
}

HRESULT APIENTRY hkIDirect3DDevice8::UpdateTexture(IDirect3DBaseTex ture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture)
{
return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetFrontBuffer(IDirect3DSurfac e8* pDestSurface)
{
return m_pD3Ddev->GetFrontBuffer(pDestSurface);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetRenderTarget(IDirect3DSurfa ce8* pRenderTarget,IDirect3DSurface8* pNewZStencil)
{
return m_pD3Ddev->SetRenderTarget(pRenderTarget, pNewZStencil);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetRenderTarget(IDirect3DSurfa ce8** ppRenderTarget)
{
return m_pD3Ddev->GetRenderTarget(ppRenderTarget);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetDepthStencilSurface(IDirect 3DSurface8** ppZStencilSurface)
{
return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);
}

HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)
{
if (GetAsyncKeyState(VK_INSERT)&1)
{
chams = !chams;
}
return m_pD3Ddev->BeginScene(); // you deleted this...
}

HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)
{
GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));
return m_pD3Ddev->EndScene(); //and this
}

HRESULT APIENTRY hkIDirect3DDevice8::Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil)
{
return m_pD3Ddev->Clear(Count, pRects, Flags, Color, Z, Stencil);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetTransform(D3DTRANSFORMSTATE TYPE State,CONST D3DMATRIX* pMatrix)
{
return m_pD3Ddev->SetTransform(State, pMatrix);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetTransform(D3DTRANSFORMSTATE TYPE State,D3DMATRIX* pMatrix)
{
return m_pD3Ddev->GetTransform(State, pMatrix);
}

HRESULT APIENTRY hkIDirect3DDevice8::MultiplyTransform( D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix)
{
return m_pD3Ddev->MultiplyTransform(State,pMatrix);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetViewport( CONST D3DVIEWPORT8* pViewport)
{
return m_pD3Ddev->SetViewport(pViewport);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetViewport( D3DVIEWPORT8* pViewport)
{
return m_pD3Ddev->GetViewport(pViewport);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetMaterial( CONST D3DMATERIAL8* pMaterial)
{
return m_pD3Ddev->SetMaterial(pMaterial);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetMaterial( D3DMATERIAL8* pMaterial)
{
return m_pD3Ddev->GetMaterial(pMaterial);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetLight( DWORD Index,CONST D3DLIGHT8* pLight)
{
return m_pD3Ddev->SetLight(Index,pLight);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetLight( DWORD Index,D3DLIGHT8* pLight)
{
return m_pD3Ddev->GetLight(Index,pLight);
}

HRESULT APIENTRY hkIDirect3DDevice8::LightEnable( DWORD Index,BOOL Enable)
{
return m_pD3Ddev->LightEnable(Index,Enable);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetLightEnable( DWORD Index,BOOL* pEnable)
{
return m_pD3Ddev->GetLightEnable(Index,pEnable);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetClipPlane( DWORD Index,CONST float* pPlane)
{
return m_pD3Ddev->SetClipPlane(Index,pPlane);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetClipPlane( DWORD Index,float* pPlane)
{
return m_pD3Ddev->GetClipPlane(Index,pPlane);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetRenderState( D3DRENDERSTATETYPE State,DWORD Value)
{
return m_pD3Ddev->SetRenderState(State,Value);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetRenderState( D3DRENDERSTATETYPE State,DWORD* pValue)
{
return m_pD3Ddev->GetRenderState(State,pValue);
}

HRESULT APIENTRY hkIDirect3DDevice8::BeginStateBlock(void)
{
return m_pD3Ddev->BeginStateBlock();
}

HRESULT APIENTRY hkIDirect3DDevice8::EndStateBlock( DWORD* pToken)
{
return m_pD3Ddev->EndStateBlock(pToken);
}

HRESULT APIENTRY hkIDirect3DDevice8::ApplyStateBlock( DWORD Token)
{
return m_pD3Ddev->ApplyStateBlock(Token);
}

HRESULT APIENTRY hkIDirect3DDevice8::CaptureStateBlock( DWORD Token)
{
return m_pD3Ddev->CaptureStateBlock(Token);
}

HRESULT APIENTRY hkIDirect3DDevice8::DeleteStateBlock( DWORD Token)
{
return m_pD3Ddev->DeleteStateBlock(Token);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateStateBlock( D3DSTATEBLOCKTYPE Type,DWORD* pToken)
{
return m_pD3Ddev->CreateStateBlock(Type,pToken);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetClipStatus( CONST D3DCLIPSTATUS8* pClipStatus)
{
return m_pD3Ddev->SetClipStatus(pClipStatus);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetClipStatus( D3DCLIPSTATUS8* pClipStatus)
{
return m_pD3Ddev->GetClipStatus(pClipStatus);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetTexture( DWORD Stage,IDirect3DBaseTexture8** ppTexture)
{
return m_pD3Ddev->GetTexture(Stage,ppTexture);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetTexture(DWORD Stage,IDirect3DBaseTexture8* pTexture)
{
#ifdef D3DHOOK_TEXTURES
IDirect3DDevice8 *dev = NULL;
if(pTexture != NULL && ((hkIDirect3DTexture8*)(pTexture))->GetDevice(&dev) == D3D_OK)
{
if(dev == this)
return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture8*)(pTexture))->m_D3Dtex);
}
#endif

return m_pD3Ddev->SetTexture(Stage,pTexture);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue)
{
return m_pD3Ddev->GetTextureStageState(Stage,Type,pValue);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value)
{
return m_pD3Ddev->SetTextureStageState(Stage,Type,Value);
}

HRESULT APIENTRY hkIDirect3DDevice8::ValidateDevice( DWORD* pNumPasses)
{
return m_pD3Ddev->ValidateDevice(pNumPasses);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetInfo( DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize)
{
return m_pD3Ddev->GetInfo(DevInfoID,pDevInfoStruct,DevInfoStructSize );
}

HRESULT APIENTRY hkIDirect3DDevice8::SetPaletteEntries( UINT PaletteNumber,CONST PALETTEENTRY* pEntries)
{
return m_pD3Ddev->SetPaletteEntries(PaletteNumber,pEntries);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetPaletteEntries(UINT PaletteNumber,PALETTEENTRY* pEntries)
{
return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetCurrentTexturePalette(UINT PaletteNumber)
{
return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetCurrentTexturePalette(UINT *PaletteNumber)
{
return m_pD3Ddev->GetCurrentTexturePalette(PaletteNumber);
}

HRESULT APIENTRY hkIDirect3DDevice8::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount)
{
return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
}

HRESULT APIENTRY hkIDirect3DDevice8::DrawIndexedPrimitive(D3DPRIMIT IVETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
if (chams) //if cham bool is called
{
if (m_Stride == 44) //on the player models
{
m_pD3Ddev->SetRenderState(D3DRS_***ABLE,false); //bring to front
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID); //fill it with a solid color
m_pD3Ddev->SetTexture( 0, texRed); //fill it wih red
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState(D3DRS_***ABLE, true);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture( 0, texGreen); //fill it with green
}
}///<<<<< you forgott this...
return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
}

HRESULT APIENTRY hkIDirect3DDevice8::DrawPrimitiveUP(D3DPRIMITIVETY PE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)
{
return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
}

HRESULT APIENTRY hkIDirect3DDevice8::DrawIndexedPrimitiveUP(D3DPRIM ITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)
{
return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
}

HRESULT APIENTRY hkIDirect3DDevice8::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags)
{
return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer, Flags);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexShader(CONST DWORD* pDeclaration,CONST DWORD* pFunction,DWORD* pHandle,DWORD Usage)
{
return m_pD3Ddev->CreateVertexShader(pDeclaration, pFunction, pHandle, Usage);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShader(DWORD Handle)
{
return m_pD3Ddev->SetVertexShader(Handle);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShader(DWORD* pHandle)
{
return m_pD3Ddev->GetVertexShader(pHandle);
}

HRESULT APIENTRY hkIDirect3DDevice8::DeleteVertexShader(DWORD Handle)
{
return m_pD3Ddev->DeleteVertexShader(Handle);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)
{
return m_pD3Ddev->SetVertexShaderConstant(Register, pConstantData, ConstantCount);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)
{
return m_pD3Ddev->GetVertexShaderConstant(Register, pConstantData, ConstantCount);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderDeclaration(DWO RD Handle,void* pData,DWORD* pSizeOfData)
{
return m_pD3Ddev->GetVertexShaderDeclaration(Handle, pData, pSizeOfData);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)
{
return m_pD3Ddev->GetVertexShaderFunction(Handle, pData, pSizeOfData);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride)
{
if( StreamNumber == 0 ){m_Stride = Stride;}
return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData, Stride);//and finally this.
}

HRESULT APIENTRY hkIDirect3DDevice8::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8** ppStreamData,UINT* pStride)
{
return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData, pStride);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetIndices(IDirect3DIndexBuffe r8* pIndexData,UINT BaseVertexIndex)
{
return m_pD3Ddev->SetIndices(pIndexData, BaseVertexIndex);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetIndices(IDirect3DIndexBuffe r8** ppIndexData,UINT* pBaseVertexIndex)
{
return m_pD3Ddev->GetIndices(ppIndexData, pBaseVertexIndex);
}

HRESULT APIENTRY hkIDirect3DDevice8::CreatePixelShader(CONST DWORD* pFunction,DWORD* pHandle)
{
return m_pD3Ddev->CreatePixelShader(pFunction, pHandle);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShader(DWORD Handle)
{
return m_pD3Ddev->SetPixelShader(Handle);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShader(DWORD* pHandle)
{
return m_pD3Ddev->GetPixelShader(pHandle);
}

HRESULT APIENTRY hkIDirect3DDevice8::DeletePixelShader(DWORD Handle)
{
return m_pD3Ddev->DeletePixelShader(Handle);
}

HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)
{
return m_pD3Ddev->SetPixelShaderConstant(Register, pConstantData, ConstantCount);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)
{
return m_pD3Ddev->GetPixelShaderConstant(Register, pConstantData, ConstantCount);
}

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)
{
return m_pD3Ddev->GetPixelShaderFunction(Handle, pData, pSizeOfData);
}

HRESULT APIENTRY hkIDirect3DDevice8::DrawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo)
{
return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
}

HRESULT APIENTRY hkIDirect3DDevice8::DrawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo)
{
return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
}

HRESULT APIENTRY hkIDirect3DDevice8::DeletePatch(UINT Handle)
{
return m_pD3Ddev->DeletePatch(Handle);
}

masterboy
05-21-2008, 03:35 PM
In SetStreamSource instead of if( StreamNumber == 0 ){m_Stride = Stride;}

do it like this:if( StreamNumber == 0 )
m_Stride = Stride;

Thats the only thing i have found...

Spenser
05-21-2008, 03:53 PM
In SetStreamSource instead of if( StreamNumber == 0 ){m_Stride = Stride;}

do it like this:if( StreamNumber == 0 )
m_Stride = Stride;

Thats the only thing i have found...

I give up, I can't fix it. Always freezes and chams turn out white after like 15 minutes later.

Hans211
05-21-2008, 03:57 PM
In SetStreamSource instead of if( StreamNumber == 0 ){m_Stride = Stride;}

do it like this:if( StreamNumber == 0 )
m_Stride = Stride;

Thats the only thing i have found...

That should make no difference, but why are you doing this:

HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)
{
GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));
return m_pD3Ddev->EndScene(); //and this
}



Those generatetexture should not be there, put it in initialize
Now you are generating them approx 100x a second......

Spenser
05-21-2008, 04:17 PM
That should make no difference, but why are you doing this:

HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)
{
GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));
return m_pD3Ddev->EndScene(); //and this
}



Those generatetexture should not be there, put it in initialize
Now you are generating them approx 100x a second......


Thank you dude! That fixed it, thank you so much! :D

olie122333
05-30-2008, 08:59 AM
That should make no difference, but why are you doing this:

HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)
{
GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));
return m_pD3Ddev->EndScene(); //and this
}



Those generatetexture should not be there, put it in initialize
Now you are generating them approx 100x a second......

that would cause a hell of a lot of lagg ;)


lol :D


killa

Gr4v1ty
06-22-2008, 08:40 PM
If I put


GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));


in Initialize, I get this 2 errors. I don't know what I did wrong...Someone help??


--------------------Configuration: TatniumD3D - Win32 Release--------------------
Compiling...
d3d8dev.cpp
C:\Documents and Settings\Robert\Desktop\Gr4v1ty\d3d8dev.cpp(336) : error C2065: 'GenerateTexture' : undeclared identifier
C:\Documents and Settings\Robert\Desktop\Gr4v1ty\d3d8dev.cpp(393) : error C2373: 'GenerateTexture' : redefinition; different type modifiers
Error executing cl.exe.

TatniumD3D.dll - 2 error(s), 0 warning(s)

Wolfe
06-22-2008, 08:59 PM
Thats because its in intialize while your code it below it =P


HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
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;
}

Put that before your GenerateTexture.

ZeaS
06-23-2008, 05:24 AM
i agree with hans, call it once


//at top
int generatethecolors=0

//endscene
if(generatethecolors==0)
{
//your codes..
GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));
generatethecolors=1;
}

should work

Gordon
06-23-2008, 08:16 AM
ya


static bool bInit = false; //its local :)
if(!bInit)
{
//get once called
bInit = true;
}or as wolfe said, put a prototyp of the function at the top of your cpp.