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DDC

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  1. Hello there! I'm following this project for a while and i've a question about it, metin community still have some players with x32 procesor arhitecture... Maybe it's possible dual compile and let for example autopatcher choose witch one to run it...?(Don't know if this was already discussed)
  2. Nice tutorial! Thank you for your time!
  3. void CGraphicWikiRenderTargetTexture::Render() const { const float sx = static_cast<float>(m_renderRect.left) - 0.5f + static_cast<float>(m_renderBox.left); const float sy = static_cast<float>(m_renderRect.top) - 0.5f + static_cast<float>(m_renderBox.top); const float ex = static_cast<float>(m_renderRect.left) + (static_cast<float>(m_renderRect.right) - static_cast<float>(m_renderRect.left)) - 0.5f - static_cast<float>(m_renderBox.right); const float ey = static_cast<float>(m_renderRect.top) + (static_cast<float>(m_renderRect.bottom) - static_cast<float>(m_renderRect.top)) - 0.5f - static_cast<float>(m_renderBox.bottom); const float texReverseWidth = 1.0f / (static_cast<float>(m_renderRect.right) - static_cast<float>(m_renderRect.left)); const float texReverseHeight = 1.0f / (static_cast<float>(m_renderRect.bottom) - static_cast<float>(m_renderRect.top)); const float su = m_renderBox.left * texReverseWidth; const float sv = m_renderBox.top * texReverseHeight; const float eu = ((m_renderRect.right - m_renderRect.left) - m_renderBox.right) * texReverseWidth; const float ev = ((m_renderRect.bottom - m_renderRect.top) - m_renderBox.bottom) * texReverseHeight; TPDTVertex pVertices[4]; pVertices[0].position = TPosition(sx, sy, 0.0f); pVertices[0].texCoord = TTextureCoordinate(su, sv); pVertices[0].diffuse = 0xffffffff; pVertices[1].position = TPosition(ex, sy, 0.0f); pVertices[1].texCoord = TTextureCoordinate(eu, sv); pVertices[1].diffuse = 0xffffffff; pVertices[2].position = TPosition(sx, ey, 0.0f); pVertices[2].texCoord = TTextureCoordinate(su, ev); pVertices[2].diffuse = 0xffffffff; pVertices[3].position = TPosition(ex, ey, 0.0f); pVertices[3].texCoord = TTextureCoordinate(eu, ev); pVertices[3].diffuse = 0xffffffff; if (SetPDTStream(pVertices, 4)) { CGraphicBase::SetDefaultIndexBuffer(CGraphicBase::DEFAULT_IB_FILL_RECT); STATEMANAGER.SetTexture(0, GetD3DRenderTargetTexture()); STATEMANAGER.SetTexture(1, NULL); STATEMANAGER.SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE); STATEMANAGER.DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 4, 0, 2); } } I think it's wiki from AE... but only for this part, i just don't understand how to use rect,vertices and StateManager! If you're refusing to update, i'll understand!
  4. @ masodikbelacan you help us with to update code for CWikiRenderTarget(binary part) with @ Maliclip masking?
  5. Thank you!
  6. Hello! Will emoji render inside parent?
  7. syserr are clean! Problem it's here, at pack.Cell: Sistem read item shop position from Cshop, SHOP_ITEM, that BYTE pos: I think he need read real position from TShopItemTable, BYTE display_pos;
  8. Hello Guys! I used this system: [Hidden Content] but i have a problem, it's buying only from first slot, maybe someone can help me, please
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