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Bitmap -> game screen


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Possibly. Is that what these function do, built into ScriptHookV SDK?

/* textures */// Create texture// texFileName - texture file name, it's best to specify full texture path and use PNG textures// returns internal texture id// Texture deletion is performed automatically when game reloads scripts// Can be called only in the same thread as nativesIMPORT int createTexture(const char *texFileName);// Draw texture// id  - texture id recieved from createTexture()// index - each texture can have up to 64 different instances on screen at one time// level - draw level, being used in global draw order, texture instance with least level draws first// time - how much time (ms) texture instance will stay on screen, the amount of time should be enough//    for it to stay on screen until the next corresponding drawTexture() call// sizeX,Y - size in screen space, should be in the range from 0.0 to 1.0, e.g setting this to 0.2 means that//    texture instance will take 20% of the screen space// centerX,Y - center position in texture space, e.g. 0.5 means real texture center// posX,Y - position in screen space, [0.0, 0.0] - top left corner, [1.0, 1.0] - bottom right,//    texture instance is positioned according to it's center// rotation - should be in the range from 0.0 to 1.0// screenHeightScaleFactor - screen aspect ratio, used for texture size correction, you can get it using natives// r,g,b,a - color, should be in the range from 0.0 to 1.0//// Texture instance draw parameters are updated each time script performs corresponding call to drawTexture()// You should always check your textures layout for 16:9, 16:10 and 4:3 screen aspects, for ex. in 1280x720,// 1440x900 and 1024x768 screen resolutions, use windowed mode for this// Can be called only in the same thread as nativesIMPORT void drawTexture(int id, int index, int level, int time,float sizeX, float sizeY, float centerX, float centerY,float posX, float posY, float rotation, float screenHeightScaleFactor,float r, float g, float b, float a);
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Possibly. Is that what these function do, built into ScriptHookV SDK?

Yes, it is.

See what Alexander has done in ".\NativeSpeedo\script.cpp".

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what're you trying to do exactly? Display an in-game texture on the screen? There is no way you can adapt it to work with AB's functions?

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Oh, I thought you meant a static image like a .BMP bitmap file, sorry. You are not talking about just displaying a still image on the screen, then, right? Are the graphics you want to render coming from GTA? Like are you trying to make a working rear-view mirror that shows the behind-view in a box at the top of the screen, as many racing games do?

Or are you talking about a plain still image?

sorry for all the questions, I'm just still confused as to what you're trying to do, since bitmaps and graphics in memory can mean different things

Edited by whorse
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I'd speculate that it's possible, but you'll probably have to program it in yourself. It's definitely not something already built in to the natives or anything. You'll probably have to ask Alexander Blade how one could implement something like that into ScriptHookV. There are functions for attaching\detaching DLLs in the main.cpp file, but I dont know what you can do with them or if you could use them for such a purpose


You might need to make your own DLL hook file to do this, independent of ScriptHookV (like the FOV mod does w/ "dsound.dll").

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