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Direct3D hacking programming reversing
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Bored and came up with this idea and wanted to pick yer brains.
Just out of interest (not planning on doing it anytime soon - I can't even make an x-hair in DirectX yet ), would it be possible to create a "mirror" for a First Person Shooter?
What I mean by mirror is a secondary window (or overlay) that would show what was going on behind the player.
A quick shoop to make the idea more obvious:
(see top right)
If it were possible, what method would be used? My only two guesses would be to create a new camera and place it behind the player, or to have a loop that would turn the player's camera (not the body) around for a millisecond every 0.5 seconds and get a screencap. Not sure if they would notice it or not if they had a high framerate.
Anyway, hopefully this will be an interesting one
(Sorry if this is the wrong section, I don't think it would really suit anywhere else)
- 0rbit
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In source engine games people do this with cameras, for other games I don't know. If you google DirectX mirror texture or reflective texture you will get something I bet.
In source engine games people do this with cameras, for other games I don't know. If you google DirectX mirror texture or reflective texture you will get something I bet.
Just coded a little loop that would change the X viewangle every 2 seconds (+180*, screenshot, -180*). It is very much noticeable.
That's that idea out the window then
Edit: Without the screen shot it's not noticeable. I was taking the screenshot then saving to a bitmap using a function I found elsewhere. Would probably be okay with just BitBlt. (Haven't tried this yet myself)
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The engine function you're looking for it R_Renderscene, the whole Quake3 engine( COD engine = Q3 engine ) is using the function to render onto the screen. Hook the function and draw it twice( use the refdef struct =) ).
Just coded a little loop that would change the X viewangle every 2 seconds (+180*, screenshot, -180*). It is very much noticeable.
That's that idea out the window then
Edit: Without the screen shot it's not noticeable. I was taking the screenshot then saving to a bitmap using a function I found elsewhere. Would probably be okay with just BitBlt. (Haven't tried this yet myself)
I would imagine the clean way would prolly be going thru the pipeline creating your opposite camera, setting it pasing it thru the scenes. Idk tho never looked into it.
The idea of turning the players camera would work, I believe. I think the best option would be to update the mirror every 2 seconds, so it wouldn't be so noticeable.
The engine function you're looking for it R_Renderscene, the whole Quake3 engine( COD engine = Q3 engine ) is using the function to render onto the screen. Hook the function and draw it twice( use the refdef struct =) ).
That sounds cool
As I said, I probably won't be doing this so I won't ask exactly how to hook it but how this would work if you had hooked it?
Is this function entirely camera-based rather than turning the player themselves? Also I see nothing about resolution or where to draw or anything in refdef so is there in fact a way to get it to draw smaller/at a different place rather than just rendering over the gameplay?
I see ScreenX and Y, are they for positioning the render or the resolution?
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The "reflective" textures will just turn the texture upside down I believe. You will need some way to redraw a camera angling behind you in a smaller box.