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  1. #1
    Developer C++ boris160's Avatar
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    TronGlow para Emu S4 e S6

    bom como to parando com meus projetos então vou compartilhar um efeito bacana,TronGlow da extensão GL pra emu com .ini de config !

    Glow.h

    Código:
    #pragma once
    #include "stdafx.h"
    
    
    extern void InitScreenGlow(void);
    extern void RenderScreenGlow(void);
    
    
    extern bool g_bEnabled;
    Graphics.h

    Código:
    #pragma once
    #include <windows.h>
    
    
    #define pInitGraphics        ((void(__cdecl*)()) 0x00706635)
    #define oInitGraphics_Call        0x006CF4EC
    
    
    #define pSelectDraw    ((int(__cdecl*)(DWORD)) 0x0041D732)
    #define oSelectDraw_Call        0x004059C2
    
    
    #define pWinWidth                *(GLsizei*)0x0852B98
    #define pWinHeight                *(GLsizei*)0x0852B9C
    
    
    class Graphics
    {
    public:
        Graphics();
        // ----
        void        Load();
        static void    InitGraphics();
        static void    InterfaceDraw();
        static int  SelectDraw(int value);
    }; extern Graphics gGraphics;
    Glow.cpp

    Código:
    #include "stdafx.h"
    #include <stdio.h>
    #include <windows.h>
    #include <gl/gl.h>
    #include "glext.h"
    #include "Cg\cg.h"
    #include "Cg\cgGL.h"
    #include "Glow.h"
    #include "Graphics.h"
    
    
    bool g_bInitialised3 = false;
    bool g_bEnabled = GetPrivateProfileIntA("Configuração", "TronGlow", 0, ".\\Config.ini");
    
    
    
    
    PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
    PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
    
    
    CGcontext g_cgContext;
    CGprofile g_cgVertProfile;
    CGprofile g_cgFragProfile;
    
    
    CGprogram g_cgVP_GlowDarken;
    CGprogram g_cgFP_GlowDarken;
    
    
    CGprogram g_cgVP_GlowBlur;
    CGprogram g_cgFP_GlowBlur;
    
    
    CGprogram g_cgVP_GlowCombine;
    CGprogram g_cgFP_GlowCombine;
    
    
    CGparameter g_cgpVP0_ModelViewMatrix;
    CGparameter g_cgpVP1_ModelViewMatrix;
    CGparameter g_cgpVP1_XOffset;
    CGparameter g_cgpVP1_YOffset;
    CGparameter g_cgpVP2_ModelViewMatrix;
    
    
    unsigned int g_uiSceneTex;
    unsigned int g_uiBlurTex;
    int    cg_blur_steps = 0;
    
    
    bool LoadProgram(CGprogram* pDest, CGprofile profile, const char* szFile)
    {
         char file[512];
         sprintf(file, "%s", szFile);
    
    
         *pDest = cgCreateProgramFromFile(g_cgContext, CG_SOURCE, file, profile, "main", 0);
         if (!(*pDest)) 
         {
              MessageBox(NULL, cgGetErrorString(cgGetError()), NULL, NULL);
              return false;
         }
         
         cgGLLoadProgram(*pDest);
         return true;
    }
    
    
    void InitScreenGlow(void)
    {
         cg_blur_steps = 4;
    
    
         // OPENGL EXTENSION LOADING
         glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");
    
    
         // TEXTURE CREATION
         unsigned char* pBlankTex = new unsigned char[pWinWidth*pWinHeight*3];
         memset(pBlankTex, 0, pWinWidth*pWinHeight*3);
    
    
         glGenTextures(1, &g_uiSceneTex);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);
         glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
         glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
         glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB8, pWinWidth, pWinHeight, 0, GL_RGB8, GL_UNSIGNED_BYTE, pBlankTex);
    
    
         glGenTextures(1, &g_uiBlurTex);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiBlurTex);
         glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
         glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
         glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB8, pWinWidth/2, pWinHeight/2, 0, GL_RGB8, GL_UNSIGNED_BYTE, pBlankTex);
    
    
         delete[] pBlankTex;
         g_bInitialised3 = true;
    
    
         // CG INITIALISATION
         g_cgContext = cgCreateContext();
         if (!g_cgContext) 
         {
              MessageBox(NULL, "Couldn't make Cg context", NULL, NULL);
              return;
         }
    
    
         // VERTEX PROFILE
         g_cgVertProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
         if (g_cgVertProfile == CG_PROFILE_UNKNOWN) {
              MessageBox(NULL, "Couldn't fetch valid VP profile", NULL, NULL);
              return;
         }
    
    
         cgGLSetOptimalOptions(g_cgVertProfile);
    
    
         // VP LOADING
         if (!LoadProgram(&g_cgVP_GlowDarken, g_cgVertProfile, "Data/Custom/Effects/glow_darken_vp.cg"))
              return;
    
    
         if (!LoadProgram(&g_cgVP_GlowBlur, g_cgVertProfile, "Data/Custom/Effects/glow_blur_vp.cg"))
              return;
    
    
         if (!LoadProgram(&g_cgVP_GlowCombine, g_cgVertProfile, "Data/Custom/Effects/glow_combine_vp.cg"))
              return;
    
    
         // VP PARAM GRABBING
         g_cgpVP0_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowDarken, "ModelViewProj");
    
    
         g_cgpVP1_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowBlur, "ModelViewProj");
         g_cgpVP1_XOffset = cgGetNamedParameter(g_cgVP_GlowBlur, "XOffset");
         g_cgpVP1_YOffset = cgGetNamedParameter(g_cgVP_GlowBlur, "YOffset");
    
    
         g_cgpVP2_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowCombine, "ModelViewProj");
    
    
         // FRAGMENT PROFILE
         g_cgFragProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
         if (g_cgFragProfile == CG_PROFILE_UNKNOWN) 
         {
              MessageBox(NULL, "Couldn't fetch valid FP profile", NULL, NULL);
              return;
         }
    
    
         cgGLSetOptimalOptions(g_cgFragProfile);
    
    
         // FP LOADING
         if (!LoadProgram(&g_cgFP_GlowDarken, g_cgFragProfile, "Data/Custom/Effects/glow_darken_fp.cg"))
              return;
    
    
         if (!LoadProgram(&g_cgFP_GlowBlur, g_cgFragProfile, "Data/Custom/Effects/glow_blur_fp.cg"))
              return;
    
    
         if (!LoadProgram(&g_cgFP_GlowCombine, g_cgFragProfile, "Data/Custom/Effects/glow_combine_fp.cg"))
              return;
    
    
         printf("InitScreenGlow() Success.\n");
    }
    
    
    void DrawQuad(int width, int height)
    {
         glBegin(GL_QUADS);
             glTexCoord2f(0,0);
             glVertex3f(0, 1, -1);
             glTexCoord2f(0,height);
             glVertex3f(0, 0, -1);
             glTexCoord2f(width,height);
             glVertex3f(1, 0, -1);
             glTexCoord2f(width,0);
             glVertex3f(1, 1, -1);
         glEnd();
    }
    
    
    void DoBlur(unsigned int uiSrcTex, unsigned int uiTargetTex, int srcTexWidth, int srcTexHeight, int destTexWidth, int destTexHeight, float xofs, float yofs)
    {
         cgGLBindProgram(g_cgVP_GlowBlur);
         cgGLBindProgram(g_cgFP_GlowBlur);
    
    
         glActiveTextureARB(GL_TEXTURE0_ARB);
         glEnable(GL_TEXTURE_RECTANGLE_NV);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiSrcTex);
    
    
         glActiveTextureARB(GL_TEXTURE1_ARB);
         glEnable(GL_TEXTURE_RECTANGLE_NV);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiSrcTex);
    
    
         glActiveTextureARB(GL_TEXTURE2_ARB);
         glEnable(GL_TEXTURE_RECTANGLE_NV);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiSrcTex);
    
    
         glActiveTextureARB(GL_TEXTURE3_ARB);
         glEnable(GL_TEXTURE_RECTANGLE_NV);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiSrcTex);
    
    
         cgGLSetParameter1f(g_cgpVP1_XOffset, xofs);
         cgGLSetParameter1f(g_cgpVP1_YOffset, yofs);
    
    
         glViewport(0, 0, destTexWidth, destTexHeight);
    
    
         DrawQuad(srcTexWidth, srcTexHeight);
         
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, uiTargetTex);
         glCopyTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, 0, 0, destTexWidth, destTexHeight, 0);
    }
    
    
    void RenderScreenGlow(void)
    {
         if (!g_bEnabled)
             return;
    
    
         if (!g_bInitialised3)
              InitScreenGlow();
    
    
         if (cg_blur_steps == 0)
              return;
    
    
         // STEP 1: Grab the screen and put it into a texture
         glActiveTextureARB(GL_TEXTURE0_ARB);
         glEnable(GL_TEXTURE_RECTANGLE_NV);
    
    
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);
         glCopyTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, 0, 0, pWinWidth, pWinHeight, 0);
    
    
         // STEP 2: Set up an orthogonal projection
         glMatrixMode(GL_MODELVIEW);
         glPushMatrix();
         glLoadIdentity();
         
         glMatrixMode(GL_PROJECTION);
         glPushMatrix();
         glLoadIdentity();
         glOrtho(0, 1, 1, 0, 0.1, 100);
         
         glColor3f(1,1,1);
    
    
         // STEP 3: Initialize Cg programs and parameters for darkening mid to dark areas of the scene
         cgGLEnableProfile(g_cgVertProfile);
         cgGLEnableProfile(g_cgFragProfile);
    
    
         cgGLBindProgram(g_cgVP_GlowDarken);
         cgGLBindProgram(g_cgFP_GlowDarken);
    
    
         cgGLSetStateMatrixParameter(g_cgpVP0_ModelViewMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
    
    
         // STEP 4: Render the current scene texture to a new, lower-res texture, darkening non-bright areas of the scene
         glViewport(0, 0, pWinWidth/4, pWinHeight/4); //There was by default division by 2, but it won't work correctly, so 4 is right perfectly
    
    
         glActiveTextureARB(GL_TEXTURE0_ARB);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);
    
    
         DrawQuad(pWinWidth, pWinHeight);
    
    
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiBlurTex);
         glCopyTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB, 0, 0, pWinWidth/4, pWinHeight/4, 0); //There was by default division by 2, but it won't work correctly, so 4 is right perfectly
    
    
         // STEP 5: Initialise Cg programs and parameters for blurring
         cgGLBindProgram(g_cgVP_GlowBlur);
         cgGLBindProgram(g_cgFP_GlowBlur);
    
    
         cgGLSetStateMatrixParameter(g_cgpVP1_ModelViewMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
    
    
         // STEP 6: Apply blur
         int iNumBlurSteps = cg_blur_steps;
         for (int i = 0; i < iNumBlurSteps; i++) 
         {
              DoBlur(g_uiBlurTex, g_uiBlurTex, pWinWidth/2, pWinHeight/2, pWinWidth/2, pWinHeight/2, 1, 0);     
              DoBlur(g_uiBlurTex, g_uiBlurTex, pWinWidth/2, pWinHeight/2, pWinWidth/2, pWinHeight/2, 0, 1);
         }
    
    
         // STEP 7: Set up Cg for combining blurred glow with original scene
         cgGLBindProgram(g_cgVP_GlowCombine);
         cgGLBindProgram(g_cgFP_GlowCombine);
         
         cgGLSetStateMatrixParameter(g_cgpVP2_ModelViewMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
    
    
         glActiveTextureARB(GL_TEXTURE0_ARB);
         glEnable(GL_TEXTURE_RECTANGLE_NV);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);
    
    
         glActiveTextureARB(GL_TEXTURE1_ARB);
         glEnable(GL_TEXTURE_RECTANGLE_NV);
         glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiBlurTex);
    
    
         // STEP 8: Do the combination, rendering to the screen without grabbing it to a texture
         glViewport(0, 0, pWinWidth, pWinHeight);
         DrawQuad(pWinWidth/4, pWinHeight/4); //There was by default division by 2, but it won't work correctly, so 4 is right perfectly
    
    
         // STEP 9: Restore the original projection and modelview matrices and disable rectangular textures on all units
         glMatrixMode(GL_PROJECTION);
         glPopMatrix();
    
    
         glMatrixMode(GL_MODELVIEW);
         glPopMatrix();
    
    
         cgGLDisableProfile(g_cgVertProfile);
         cgGLDisableProfile(g_cgFragProfile);
    
    
         glActiveTextureARB(GL_TEXTURE0_ARB);
         glDisable(GL_TEXTURE_RECTANGLE_NV);
         
         glActiveTextureARB(GL_TEXTURE1_ARB);
         glDisable(GL_TEXTURE_RECTANGLE_NV);
    
    
         glActiveTextureARB(GL_TEXTURE2_ARB);
         glDisable(GL_TEXTURE_RECTANGLE_NV);
    
    
         glActiveTextureARB(GL_TEXTURE3_ARB);
         glDisable(GL_TEXTURE_RECTANGLE_NV);
    
    
         glActiveTextureARB(GL_TEXTURE0_ARB);
    }
    Graphics.cpp

    Código:
    #include "stdafx.h"
    #include "Graphics.h"
    #include "TMemory.h"
    #include "Glow.h"
    #include <stdio.h>
    #include <process.h>
    #include "Defines.h"
    
    
    Graphics gGraphics;
    
    
    Graphics::Graphics()
    {
        printf("Graphics::Graphics() Success.");
    }
    
    
    DWORD gTmpEax;
    DWORD gTmpEcx;
    DWORD gTmpEdx;
    DWORD gTmpEbx;
    DWORD gTmpEsp;
    DWORD gTmpEbp; 
    DWORD gTmpEsi;
    DWORD gTmpEdi;
    
    
    DWORD gSelectASMJmp00 = 0x00409D7E;
    DWORD gGraphicsASM00Jmp00 = 0x006D0093;
    
    
    Naked (gSelectASM00)
    {
        _asm
        {
            MOV gTmpEax,EAX
            MOV gTmpEsi,ESI
            MOV gTmpEdi,EDI
            MOV gTmpEcx,ECX
            MOV gTmpEdx,EDX
            MOV gTmpEbx,EBX
            MOV gTmpEsp,ESP
            MOV gTmpEbp,EBP
        }
        //----
        RenderScreenGlow();
        //----
        _asm
        {
            MOV EAX,gTmpEax
            MOV ESI,gTmpEsi
            MOV EDI,gTmpEdi
            MOV ECX,gTmpEcx
            MOV EDX,gTmpEdx
            MOV EBX,gTmpEbx
            MOV ESP,gTmpEsp
            MOV EBP,gTmpEbp
            ADD ECX,0x200
            //---
            JMP gSelectASMJmp00
        }
    }
    
    
    Naked (gGraphicsASM00)
    {
        _asm
        {
            MOV gTmpEax,EAX
            MOV gTmpEsi,ESI
            MOV gTmpEdi,EDI
            MOV gTmpEcx,ECX
            MOV gTmpEdx,EDX
            MOV gTmpEbx,EBX
            MOV gTmpEsp,ESP
            MOV gTmpEbp,EBP
        }
        //----
        RenderScreenGlow();
        //----
        _asm
        {
            MOV EAX,gTmpEax
            MOV ESI,gTmpEsi
            MOV EDI,gTmpEdi
            MOV ECX,gTmpEcx
            MOV EDX,gTmpEdx
            MOV EBX,gTmpEbx
            MOV ESP,gTmpEsp
            MOV EBP,gTmpEbp
            PUSH 0x0
            MOV ECX,DWORD PTR SS:[EBP-0x4]
            //---
            JMP gGraphicsASM00Jmp00
        }
    }
    
    
    void Graphics::Load()
    {
        SetOp((LPVOID)oInitGraphics_Call, this->InitGraphics, ASM::CALL);
        SetOp((LPVOID)oSelectDraw_Call, this->SelectDraw, ASM::CALL);
        //---
        SetRange((LPVOID)0x00409D78, 0x06, ASM::NOP);
        SetJmp((LPVOID)0x00409D78, gSelectASM00);
        //---
        SetRange((LPVOID)0x006D008E, 0x05, ASM::NOP);
        SetJmp((LPVOID)0x006D008E, gGraphicsASM00);
        //---
        printf("Graphics::Load() Success.\n");
    }
    
    
    void Graphics::InitGraphics()
    {
        InitScreenGlow();
        //---
        pInitGraphics();
        //printf("Graphics::InitGraphics() Success.\n");
    }
    
    
    int Graphics::SelectDraw(int value)
    {
        RenderScreenGlow();
        //---
        //printf("Graphics::SelectDraw() Success.\n");
        return pSelectDraw(value);    
    }
    Main.cpp

    Código:
    #include "Graphics.h"
    
    
    gGraphics.Load();

    Config.ini

    Código:
    [Configuração]
    TronGlow = 1
    result :







    offsets para S6

    Código:
    #define pInitGraphics        ((void(__cdecl*)()) 0x00777590)
    #define oInitGraphics_Call        0x00776EAE
    
    
    #define pSelectDraw    ((int(__cdecl*)(DWORD)) 0x0041FE10)
    #define oSelectDraw_Call        0x00405A32
    
    
    #define pWinWidth                *(GLsizei*)0x0E61E58
    #define pWinHeight                *(GLsizei*)0x0E61E5C
    
    DWORD gSelectEnter = 0x0040AB4A;
    DWORD gGraphicsEnter = 0x00777C8B;

    lembre-se q deve adicionar as extensões cgs e lib ao seu projeto

    Download Cgs dlls:
    [Somente membros podem ver os links. ]





    créditos :
    SmallHabit
    Boris160

    Last edited by Mentor; 26/10/2017 at 03:31 PM.

  2. #2
    Lendário L.Henrique's Avatar



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    MEU HUMOR
    Innocent
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    @[Somente membros podem ver os links. ]

    Obrigado por compartilhar com o fórum este conteúdo, porém, eu gostaria de pedir para que use o [ code ][ /code ] ao invés de [ quote ][ /quote ] quando for postar alguma source(principalmente se for grande rs), assim ajuda a deixar o tópico mais organizado e menos extenso.

    Obrigado
    Novo por aqui? [Somente membros podem ver os links. ] e se apresente para a Comunidade PerfectZone


    Leia as Regras para evitar que você receba infrações ou até mesmo ser banido. [Somente membros podem ver os links. ] para ler as regras da PerfectZone



    ..::: Precisamos ser mais humildes e reconhecer que nem tudo sabemos :::..
    By L.Henrique



  3. #3
    Membro Sony's Avatar
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    MEU HUMOR
    Devilish
    País
    Mexico
    Muito obrigado, uma consulta por favor compartilhe a adaptação para MUEMU S6 de corrigir Gráficos (Lineares, anisotrópicos, etc.) com antecedência muito obrigado

    ES: Muchas gracias, una consulta porfavor puede compartir la adaptacion para MUEMU S6 de fix Graficos (Linear,anysotropic,etc) desde antemano muchas gracias
    @[Somente membros podem ver os links. ]

    -------------------

    ERROR COMPILED:

    Last edited by Sony; 28/10/2017 at 01:25 AM.

  4. #4
    Developer C++ boris160's Avatar
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    Citação Originally Posted by Sony Ver Post
    Muito obrigado, uma consulta por favor compartilhe a adaptação para MUEMU S6 de corrigir Gráficos (Lineares, anisotrópicos, etc.) com antecedência muito obrigado

    ES: Muchas gracias, una consulta porfavor puede compartir la adaptacion para MUEMU S6 de fix Graficos (Linear,anysotropic,etc) desde antemano muchas gracias
    @[Somente membros podem ver os links. ]

    -------------------

    ERROR COMPILED:

    glext.h

    https://mega.nz/#!iB1yATqC!ZjJBm6kzhmJh-cqZ1Nd6maaCzb9e1NzScKdmmh1ZXT0

    Linear e anisotrópicos função Gl s6

    Código:
    int Anisotropy			= GetPrivateProfileIntA("Setting","Anisotropy",1,".\\Settings.ini");
    int Linear				= GetPrivateProfileIntA("Setting","Linear",1,".\\Settings.ini");
    
    
    void (WINAPI *glEnable_original)(GLenum cap) = glEnable;
    void (WINAPI *glClearColor_original)(GLclampf r,GLclampf g,GLclampf b,GLclampf a) = glClearColor;
    int g_nMaxAnisotropy = MaxAnisotropy;
    
    void WINAPI glEnable_hook(GLenum mode)
    {
    	// ---
    	if(InGameEffects != 0)
    	{
    		if(Anisotropy != 0)
    		{
    			glGetIntegerv(0x84FF,&g_nMaxAnisotropy);
    			glTexParameteri(GL_TEXTURE_2D,0x84FE,g_nMaxAnisotropy-0.1);
    		}
    		if(Linear != 0)
    		{
    			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    		}
    	}
    	else
    	{
    		if(Anisotropy != 0)
    		{
    			glGetIntegerv(0x84FF,&g_nMaxAnisotropy);
    			glTexParameteri(GL_TEXTURE_2D,0x84FE,g_nMaxAnisotropy-0.1);
    		}
    		if(Linear != 0)
    		{
    			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    		}
    	}

  5. #5
    Membro ZidSliver's Avatar
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    No puedo compilarlo me sale lo siguiente.

    -Pegue las 2 librerias y .h + Carpeta "Cg" adjunto imagen



    ///////////////////////////


  6. #6
    Developer C++ boris160's Avatar
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    Citação Originally Posted by ZidSliver Ver Post
    @[Somente membros podem ver os links. ]

    No puedo compilarlo me sale lo siguiente.

    -Pegue las 2 librerias y .h + Carpeta "Cg" adjunto imagen



    ///////////////////////////

    Esse seu erro é de sintex ; faltando em alguma bool do glow.cpp

    Os arquivos da cg e cgGL vc deve por eles na pasta cg

  7. #7
    Membro ZidSliver's Avatar
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    Desculpe pelo inconveniente


  8. #8
    Developer C++ boris160's Avatar
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    Citação Originally Posted by ZidSliver Ver Post
    @[Somente membros podem ver os links. ]

    Desculpe pelo inconveniente

    Hum
    Vai no seu stdafx.h
    É inclua a gl
    #include "cg/cgGL.h"

  9. #9
    Membro ZidSliver's Avatar
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    Citação Originally Posted by boris160 Ver Post
    Hum
    Vai no seu stdafx.h
    É inclua a gl
    #include "cg/cgGL.h"
    -Muito obrigado pelo amigo de ajuda, você pode compilar perfeitamente e fazê-lo funcionar no jogo
    ES: Muchas gracias por la ayuda amigo, ya puede compilar perfectamente y hacerlo funcionar dentro del juego

    -----------------------------------

    ES: En la parte de "Other.cpp" (Fixgraphics,linear,anysot,etc) al compilar me sale este error, aqui adjunto algunas imagenes

    -Disculpar si estos esta generando un poco de spam :$

    Na parte de "Other.cpp" (Fixgraphics, linear, anysot, etc) ao compilar eu recebo este erro, aqui eu anexo algumas imagens


    -Excuse se estes estão gerando um pouco de spam: $

    Imagenes:








  10. #10
    Iniciante rogeralexander's Avatar
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    Venezuela
    solucion ?


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