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Disable Game Drawing? OpenGL or DirectX

 
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KevAqn
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PostPosted: Fri Nov 14, 2014 4:46 pm    Post subject: Disable Game Drawing? OpenGL or DirectX Reply with quote

So recently I've made a little script that allows me to have characters follow me in a game, but I want to open more clients. The main problem I have is there's no way to make it easy on the graphics, I was wondering is there a way to disable a draw function or something that would continue to have the game updating or make it easier on my graphics?

Edit: I should note, I would prefer to do this without injecting and externally rewriting a function in the game.
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Dark Byte
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PostPosted: Fri Nov 14, 2014 5:27 pm    Post subject: Reply with quote

without injecting will be a bit problematic

One option I have in mind is using CE's direct3d snapshot feature.
When you use it it will render one frame and show you all the draw commands used and what their effect was, including a stacktrace showing how it got there.

By inspecting that stacktrace you can do a hook on a common function (CE's d3d injected dll is one of them) and in there filter based on the stack contents if the draw should happen or not

(it's not easy and probably not what you want)

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KevAqn
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PostPosted: Fri Nov 14, 2014 6:20 pm    Post subject: Reply with quote

Hmm, could I just rewrite the draw functions used to return early or not even have the program call the functions?

Would it be easier to inject? If it's really easy to inject I don't mind doing that.
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atom0s
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PostPosted: Sat Nov 15, 2014 2:10 am    Post subject: Reply with quote

Hooking would be your best bet, you could hook onto the known drawing functions and just cause them to do nothing.
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KevAqn
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PostPosted: Sat Nov 15, 2014 12:05 pm    Post subject: Reply with quote

atom0s wrote:
Hooking would be your best bet, you could hook onto the known drawing functions and just cause them to do nothing.


Any chance anyone has posted something in the past that would give me a nudge in the right direction? I've only once tried to hook a function and it didn't go well.

Edit: I found something, it stops the draw, but I'm not too sure if I'm getting a better performance since I just return right before it displays.

Edit2: Looking a bit more into it, the program is using D3D11 and I'm just returning in the Present function, I'm not sure which functions actually spend the majority of the time rendering the scene which would be taking up most of the gpu. I'm looking into a bit more on some beginner tuts on D3D11, but still am not exactly sure which functions I should be attempting to hook.

Edit3: Using CE's snapshot saver from hooking D3D is only returning DrawIndexedInstanced, which isn't everything that is drawn, why might it be missing some(most) things?
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KevAqn
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PostPosted: Sun Nov 16, 2014 10:03 pm    Post subject: Reply with quote

Appears as though no one here has an idea. Anyone know an easy way to prevent drawing on OpenGL?
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