May 5, 2008
Update: Like all the other Direct3D hooks on the site, this doesn’t actually work anymore. Feel free to use it for reference or kindling or whatever, but don’t expect it to have any practical use. As soon as I get ’round to bring it up to scratch I’ll put out another post. Sorry about that. [...]
February 1, 2008
Update: Since new DLLs were pushed out a while back, this doesn’t work any longer. The function offsets are wrong, and the hook injection method is a little too flaky to be relied upon. Feel free to use this code as a basis, but I’d recommend the use of Microsoft Detours for the hook injection. [...]
November 22, 2007
One of the topics that I often find myself bluffing through on GameDev is Direct3D hooking. In particular, how to display an overlay of your own on the window of another Direct3D program, often a commercial game. It’s pretty clear that the simplest method would involve somehow hooking the call to IDirect3DDevice8/9/10::Present, but the details [...]
November 13, 2007
I’m a huge fan of post-processing in games. It seems that no matter what I’m writing, I can’t resist the temptation to install an over-the-top bloom effect and some tone-mapping. And that’s me being conservative. The great thing about tone-mapping is that you can throw it on the end of just about any rendering pipeline [...]
November 9, 2007
On the whole, D3DX does a great job of making our lives easier, us Direct3D 9 programmers. But one topic that has generated a lot of confusion yet very little documentation is the correct usage of the BLENDINDICES shader semantic. If you’re having trouble getting your CPU and GPU to communicate blend-indices correctly, the first [...]