NeXTreme Posted July 13, 2012 Share Posted July 13, 2012 Hello. I'm having a bit of a problem using engineApplyShaderToWorldTexture. Maybe I am just missing something? Anyway, I am using this function to replace a texture. What is really annoying here is that the "old" SHADED texture (yes, seems to already be shaded by GTA itself) doesn't get stored anywhere - just the render states get stored. I can recreate the original effect by just adding a pass with no custom vertex and pixel shaders. However, this is now a huge problem for me, because I then can't do correct lighting calculations on my custom texture drawn with the second pass. Also, there is now severe flickering on the place where two textures are. Solutions? Link to comment
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