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engineApplyShaderToWorldTexture issue


NeXTreme

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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?

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