Search found 15 matches

by CodeCave
Sat Oct 12, 2013 8:09 pm
Forum: 3D Programming
Topic: D3DXMatrixTranspose(), D3DXVec3Project() [help needed]
Replies: 4
Views: 2351

Re: D3DXMatrixTranspose(), D3DXVec3Project() [help needed]

Thx that is also very helpful :)
by CodeCave
Fri Oct 11, 2013 9:09 pm
Forum: 3D Programming
Topic: D3DXMatrixTranspose(), D3DXVec3Project() [help needed]
Replies: 4
Views: 2351

Re: D3DXMatrixTranspose(), D3DXVec3Project() [help needed]

thx thats great :)
ill have a look and see if i can move on finally :D
by CodeCave
Fri Oct 11, 2013 5:19 pm
Forum: 3D Programming
Topic: D3DXMatrixTranspose(), D3DXVec3Project() [help needed]
Replies: 4
Views: 2351

D3DXMatrixTranspose(), D3DXVec3Project() [help needed]

I just dont get those functions to work (PB4.5) :S

Import "d3dx9.lib"
D3DXMatrixTranspose(a,b)
D3DXVec3Transform(a,b,c)
D3DXVec3Project(a,b,c,d,e,f)
EndImport


;D3DXMatrixTranspose()
;D3DXVec3TransformCoord()
;D3DXVec3Project()

Has anyone got those functions working ?
Are there any ...
by CodeCave
Sun Jun 30, 2013 10:32 am
Forum: Coding Questions
Topic: _ReturnAddress() in Pure Basic
Replies: 10
Views: 1890

Re: _ReturnAddress() in Pure Basic

Thx idle ill test that :)

ESP is the stack pointer, it holds the stack address.
If a call is invoked the return address is pushed on the stack, so after a call ESP points to the stack position the return address is stored.
[esp+36] in TEST0 is wrong. Only add localy declared variables, not ...
by CodeCave
Sat Jun 29, 2013 4:07 pm
Forum: Coding Questions
Topic: _ReturnAddress() in Pure Basic
Replies: 10
Views: 1890

Re: _ReturnAddress() in Pure Basic

Hi thx for the replies :)

After reading them i played around a bit and ended up with these 2 codes...
Both of them get an "address" (at least is seems so) and that confuses me :?:

I would be happy if someone could explain me what esp exactly holds after the function is called and what im doing ...
by CodeCave
Sat Jun 29, 2013 1:15 am
Forum: Coding Questions
Topic: _ReturnAddress() in Pure Basic
Replies: 10
Views: 1890

_ReturnAddress() in Pure Basic

How can i do that in Pure Basic ?
-> The _ReturnAddress intrinsic provides the address of the instruction in the calling function that will be executed after control returns to the caller.

C++:

Code: Select all

_ReturnAddress()
msdn:
http://msdn.microsoft.com/en-us/library ... s.80).aspx
by CodeCave
Mon Jun 24, 2013 8:47 pm
Forum: 3D Programming
Topic: How to use *device\CreatePixelShader(a,b) ?
Replies: 6
Views: 3097

Re: How to use *device\CreatePixelShader(a,b) ?

got that info from msdn and translated it to PB as so often...
http://msdn.microsoft.com/en-us/library ... s.85).aspx

theres no documentation for PB about the d3d9/11 device\ stuff as far as i know... :/
by CodeCave
Sun Jun 23, 2013 1:48 pm
Forum: 3D Programming
Topic: How to use *device\CreatePixelShader(a,b) ?
Replies: 6
Views: 3097

Re: How to use *device\CreatePixelShader(a,b) ?

Are there any samples out there on how to use the D3D11 *device\ in PB ?
(I use D3D9 cause im currently creating an overlay for another program)
by CodeCave
Sun Jun 23, 2013 12:17 pm
Forum: 3D Programming
Topic: How to use *device\CreatePixelShader(a,b) ?
Replies: 6
Views: 3097

Re: How to use *device\CreatePixelShader(a,b) ?

I tryed around a bit...
and now i use this *device\SetPixelShaderConstantF() as a workaround for now :/
by CodeCave
Sat Jun 22, 2013 10:47 pm
Forum: 3D Programming
Topic: How to use *device\CreatePixelShader(a,b) ?
Replies: 6
Views: 3097

How to use *device\CreatePixelShader(a,b) ?

How can i create a colored PixelShader in PB (4.51) ?

I need to use the D3D9 device -> *device\CreatePixelShader(a,b)

I only found this c/c++ code: :shock:

-> LPDIRECT3DPIXELSHADER9 Blue;

HRESULT GenerateShader(IDirect3DDevice9 *pD3Ddev, IDirect3DPixelShader9 **pShader, float r, float g, float ...
by CodeCave
Fri Jun 21, 2013 3:12 pm
Forum: Coding Questions
Topic: [FIXED] Convert c/c++ [For : Next] to PB
Replies: 2
Views: 643

Re: [HELP] Convert c/c++ [For : Next] to PB

Thx 4 the fast help got it working :)

Thats how it looks now:

Procedure D3D_Circle(x.f,y.f,radius.f,parts.f,color.l)
Dim vLine.D3DXVECTOR2(1)
*D3DLine\SetAntialias(#False)
*D3DLine\SetGLLines(#True)
x = x + radius
y = y + radius
index.f = 0
_step.f = 2.0 * #PI
_parts.f = _step / parts ...
by CodeCave
Fri Jun 21, 2013 1:38 pm
Forum: Coding Questions
Topic: [FIXED] Convert c/c++ [For : Next] to PB
Replies: 2
Views: 643

[FIXED] Convert c/c++ [For : Next] to PB

I want to convert this code to PB but i dont get it right...
Mby someone sees what im doing wrong here :)

Code:

void cDraw::Circle(int X, int Y, int radius, int sides, int a, int r, int g, int b)
{
D3DXVECTOR2 Line[128];
float Step = Math.GetPI() * 2.0 / sides;
int Count = 0;
for (float index ...
by CodeCave
Thu Jun 20, 2013 5:51 pm
Forum: 3D Programming
Topic: [FIXED] D3DXCreateFontA Problem [D3D9 EndScene() Hook]
Replies: 1
Views: 1591

Re: [FIXED] D3DXCreateFontA Problem [D3D9 EndScene() Hook]

Since im new to PB and d3d stuff in general it took me a while to find out what i was doing wrong...
I just forgot that the color of the text needs to be RGBA ^.^
by CodeCave
Thu Jun 20, 2013 2:53 pm
Forum: Tricks 'n' Tips
Topic: Protection process
Replies: 14
Views: 8773

Re: Protection process

"You can not terminate the process the program, using Task Manager."
U can actually achieve the same with a 1 byte patch...
Just patch the TerminateProcess function in the taskmanager so it fails executing... ^^

However a driver enables u to do much much more :>

Some snipped i had in on my hd ...
by CodeCave
Wed Jun 19, 2013 11:18 pm
Forum: 3D Programming
Topic: [FIXED] D3DXCreateFontA Problem [D3D9 EndScene() Hook]
Replies: 1
Views: 1591

[FIXED] D3DXCreateFontA Problem [D3D9 EndScene() Hook]

Hi, i want to create an overlay for a program therefore i hook the D3D9 device of that program...
The problem is i just cant get the Text drawing to work :S
If anyone could help me or point me in the right direction i would be really happy :D
- PureBasic 4.51
- Windows x86

Global *amefont ...