I'm trying to render a texture using RwIm2DRenderIndexedPrimitive.
I'm setting all the necessary Render States and the raster itself correctly but as a result I'm getting this in my screen:
While what I should get is this:
(Zoom in to see the difference)
It kind of looks like an extra layer of "border" of some kind is being added around every non-transparent (i.e. alpha != 0) pixel. Render States related to "border" (i.e. rwRENDERSTATEBORDERCOLOR) are disabled btw.
I'm rendering near a Render2dStuff call hook, I am absolutely clueless that why textures are being rendered like this. I've tried debugging through PIX to replicate this inside pure d3d9 calls but I've failed. I don't know if this is some kind of shader or not but inside rxD3D9Im2DRenderFlush function (which gets called in every RwIm2DRender functions) these code are used:
/* Set the vertex shader */
RwD3D9SetVertexShader(NULL);
/* Disable any pixel shader */
RwD3D9SetPixelShader(NULL);
I'm trying to render a texture using RwIm2DRenderIndexedPrimitive.
I'm setting all the necessary Render States and the raster itself correctly but as a result I'm getting this in my screen:
While what I should get is this:
(Zoom in to see the difference)
It kind of looks like an extra layer of "border" of some kind is being added around every non-transparent (i.e. alpha != 0) pixel. Render States related to "border" (i.e. rwRENDERSTATEBORDERCOLOR) are disabled btw.
I'm rendering near a Render2dStuff call hook, I am absolutely clueless that why textures are being rendered like this. I've tried debugging through PIX to replicate this inside pure d3d9 calls but I've failed. I don't know if this is some kind of shader or not but inside rxD3D9Im2DRenderFlush function (which gets called in every RwIm2DRender functions) these code are used: