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Using DX9 renderer over a custom engine #4063
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First I would suggest updating your backend to latest as we made a fix recently. Otherwise, you'll need to go through DX9 states list ( |
Looking at your screenshot I would first suspect the value of
And see if it works better. |
…crease compatibility with unusual non-default states. (#4063) Added D3DRS_FILLMODE, D3DRS_ZWRITEENABLE, D3DRS_RANGEFOGENABLE, D3DRS_SPECULARENABLE, D3DRS_STENCILENABLE, D3DRS_CLIPPING. Reordered some to match order in DX9 headers.
I'll close this preemptively as "solved" by 06545c4 but your confirmation would be good. |
Sorry, I just got back home from 2 weeks working trip. I'll be trying to update the backend and adding the directX9 rendering pointed. Thanks for helping and sorry for the long delay. |
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Version/Branch of Dear ImGui:
Version: 1.82
Branch: Release
Back-end/Renderer/Compiler/OS
Back-ends: imgui_impl_dx9.cpp + imgui_impl_win32.cpp
Compiler: msvc2010
Operating System: win10
My Issue/Question:
I'm trying to implement ImGui on an old game, Lunia: Record of Lunia War, using their original implementation of directX and by hooking into the EndScene using:
I know for a fact that the problem is due to the rendering of the game interfering with ImGui but since I'm not really an expert by any means on rendering, rasterizing even after playing around for a while with the backend of things I could not find a solution to the problem. I tried changing themes, tweaking some of the device initialization for DirectX and couldn't get it to work. I'd like to know if this is a common issue and if it's if there are any workarounds other than creating a new separate window and drawing it separately and using it as an "overlay".
Thanks for your time! :)
Screenshots/Video
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