Any idea on intergrate reshade in to a Source Mod
- G33KiDoS
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4 years 10 months ago - 4 years 10 months ago #1
by G33KiDoS
Any idea on intergrate reshade in to a Source Mod was created by G33KiDoS
I'm trying to get ReShade renders before the VGUI draws.
I removed the d3d9 Present hook, and manually call the on_present in the CViewRender::RenderView.
But this not works as I expected, the game started flickering. Althrough in some frames, the ReShade worked as I expected:
In other frames, the game is totally black screen or just not changed at all
Could I get any help on anyone? thanks!
I removed the d3d9 Present hook, and manually call the on_present in the CViewRender::RenderView.
But this not works as I expected, the game started flickering. Althrough in some frames, the ReShade worked as I expected:
In other frames, the game is totally black screen or just not changed at all
Could I get any help on anyone? thanks!
Last edit: 4 years 10 months ago by G33KiDoS.
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- crosire
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4 years 10 months ago #2
by crosire
Replied by crosire on topic Any idea on intergrate reshade in to a Source Mod
"runtime_d3d9::on_present()" calls "update_and_render_effects()". That is where the effect rendering is happening and is the one you best move wherever you want that to happen. Most of the other logic in "on_present()" is required to run at the end of the frame.
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- G33KiDoS
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4 years 10 months ago #3
by G33KiDoS
Replied by G33KiDoS on topic Any idea on intergrate reshade in to a Source Mod
Thanks for you reply!
But this happens if I only call the update_and_render_effects:
I guess that could caused by the game is actually not rendering objects in that function, It just adds everything to a render queue.
What do you think about that.
But this happens if I only call the update_and_render_effects:
I guess that could caused by the game is actually not rendering objects in that function, It just adds everything to a render queue.
What do you think about that.
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- crosire
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4 years 10 months ago #4
by crosire
Replied by crosire on topic Any idea on intergrate reshade in to a Source Mod
There is a bit more you need to do. Most importantly call "_app_state.capture()" before calling "update_and_render_effects()" and call "_app_state.apply_and_release()" afterwards, so that all D3D states are reset to what the engine expects. Also don't forget "_device->BeginScene()" and "_device->EndScene()" (although I think those are NOPs these days).
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- G33KiDoS
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4 years 10 months ago #5
by G33KiDoS
Replied by G33KiDoS on topic Any idea on intergrate reshade in to a Source Mod
It started flickering again
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