thisdp
thisdp
> Will it work? I remember that dxDraw functions are not instant. Your draw call will be pushed into a queue, and will be rendered together. I guess this won't...
> **GetColorFilter** was not added for a reason. Because **SetColorFilter** actually **_overrides_** the color filter, not just set it. And trying to get a color when it doesn't override the...
> > > > Perfect! But the inconsistency still remains a challenge. Because calling GetColorFilter you actually cannot distinguish GTA colors from overrides ones. The question is: is it a...
World 3D dx draws are affected, for example dxDrawMaterialLine3D
> But for some reason my dx image actually is affected. Maybe because of the shader. I'd like to get the color filter, and let shader fight aginst the color...
Note that: @client.lua:137 is the "onClientRender". the real usage should be 1.45% - 0.51% = 0.94% Because DGS has some basic running requirement. DGS' structure determines this, and fortunately, this...
Optimized onClientPreRender in 3.518. Need further optimization.
maybe caused by collisions doesn't match the dff, and thus it causes Z fighting.
> > > > Perfect! But the inconsistency still remains a challenge. Because calling GetColorFilter you actually cannot distinguish GTA colors from overrides ones. The question is: is it a...
> > crun t1 = getTickCount() for i=1, 1000000 do tocolor(1, 2, 3, 4) end t2 = getTickCount() outputChatBox(t2-t1) 254 > > I then added your lua version of tocolor...