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Turn off a new PFX render about gd3d11 HOT 4 CLOSED

postm1 avatar postm1 commented on August 22, 2024
Turn off a new PFX render

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Comments (4)

Katharsas avatar Katharsas commented on August 22, 2024

How would you want to use gothic's engine code? There is no source code for it. If you want to re-implement it go ahead. But fixing flaws would probably be easier.

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postm1 avatar postm1 commented on August 22, 2024

I mean, Does dx11 hook PFX functions of gothic engine so it can be easily turned off, or dx11 renders it in one common function?

Using word "PFX" I mean visual of spells. (zCParticleFX)

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Katharsas avatar Katharsas commented on August 22, 2024

See:
void GothicAPI::DrawParticlesSimple() at
https://github.com/ataulien/GD3D11/blob/master/D3D11Engine/GothicAPI.cpp#L851
This (i think) renders zCParticleFX if it is inside ParticleEffectVobs list and near camera.

In the same file you can find
void GothicAPI::OnAddVob(zCVob * vob, zCWorld * world) and
void GothicAPI::OnRemovedVob(zCVob * vob, zCWorld * world)
which add and remove particles to/from ParticleEffectVobs.

Here is class for interaction with particle data through hooks:
https://github.com/ataulien/GD3D11/blob/master/D3D11Engine/zCParticleFX.h
It seems like calling its destructor also leads to removal of pfx from ParticleEffectVobs.

So yes, if you make void GothicAPI::DrawParticlesSimple() (or some render function it calls) not do anything it won't render. But then pfx will not render at all.

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postm1 avatar postm1 commented on August 22, 2024

Thanks, I will try.

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