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.3lite

Member Since 15 Oct 2011
Offline Last Active May 17 2012 11:11 PM

Posts I've Made

In Topic: ASM and Ollydbg - code injection

16 May 2012 - 04:09 PM

Awesome, LoadLibraryA was already in IAT (ctrl +n) as awell as few others I needed (obviously):

Names in Eloadlib, item 252
Address = 0055B200
Section = .rdata
Type = Import
Name = &KERNEL32.LoadLibraryA
Comments =

CALL DWORD PTR DS:[0055B200]

Names in Eloadlib, item 257
Address=0055B4D4
Section=.rdata
Type=Import (Known)
Name=USER32.MessageBoxA

CALL DWORD PTR DS:[0055B4D4]

Names in Eloadlib, item 82
Address=0055B118
Section=.rdata
Type=Import (Known)
Name=KERNEL32.ExitProcess

CALL DWORD PTR DS:[0055B118]


Thank you, I really appreciate your help Posted Image

In Topic: ASM and Ollydbg - code injection

16 May 2012 - 02:42 AM

Pretty sure I didn't get all from your message so I will just ask:

How to read functions and their address if they are in executable's IAT? If not, should LordPE allow me to add those functions to executable's IAT?

It's kind of cool working with Ollydbg and It would be essential to avoid such problems in the future Posted Image

In Topic: Direct3D matrix scalling problem

17 October 2011 - 11:20 PM

If I understand it correctly I should do something like this:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb174455(v=vs.85).aspx



Let's say I got a surface, I render the whole map to that surface with normal scale of 1.0f and then tell the device to use surface and resize the whole surface using MATRIX and draw it - now here is the question, how to render surface fast? Without having to create new texture and copy the surface color data to it .

Or... create a texture, get surface data from it - set the render target to that surface, set device to use that texture, use resize MATRIX and draw it.





- it should work but it will be probably killer of performance :P

In Topic: Direct3D matrix scalling problem

17 October 2011 - 11:56 AM

Well, indeed it did fix the problem but that's not what I was looking for:

1.Anisotropic, linear looks way better in this case - as it should while resizing the sprites :)

2. It does fix the problem but animations while moving the character are still affected (tadam, - our floating point single precision problem).




I would be glad if we could find another way.




Anyway - D3DXSPRITE_DO_NOT_ADDREF_TEXTURE doesn't seem to be defined - I've used 1 << 8 instead of that but the screen is black, there are no sprites.


In Topic: Direct3D matrix scalling problem

16 October 2011 - 07:19 PM

According to your code you are using a scale of 1.5. Not a whole number. How do whole numbers look?

What you are seeing could be caused by any number of things.
#1: You could have slightly off X/Y coordinates when you render the sprites.
-> Could be due to integer rounding errors.
#2: You could have slightly incorrect cell parameters. Be sure each cell starts at exactly a 32×32 boundary and is exactly 32×32. If off even by epsilon you will get these artifacts as you zoom in.

Are you sure point sampling did not help?
Because it is very clear that it is sampling the next texel up (or down) on the texture.

Why not give an example of where the second sprite over and down is being drawn?
The exact X and Y coordinates, the exact scale, and the exact position on the texture atlas.


L. Spiro





This is the scale of 2.0f :


Posted Image




The problem is pretty much the same.




#1 - They are fine, at this point even a 1px offset would be noticeable, coordinates are always multiple of 32.

#2 - That's kind of interesting suggestion, I will check it for sure.




Yes - I'm pretty sure, any kind of changing MAG filter doesn't change anything in the rendered image, strange though.


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