https://learn.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-endscene
IDirect3DDevice9::BeginScene should be called once before any rendering is performed, and IDirect3DDevice9::EndScene should be called once after all rendering for a frame has been submitted to the runtime. To enable maximal parallelism between the CPU and the graphics accelerator, it is advantageous to call IDirect3DDevice9::EndScene as far
https://stackoverflow.com/questions/1994676/hooking-directx-endscene-from-an-injected-dll
You have to start the process with the CREATE_SUSPENDED flag to hook the initial Direct3DCreate9. Creating a new Device in a new window, as soon as the DLL gets injected. Then, getting the EndScene offset from this device and hooking it, resulting in a hook for the device which is used by the game. Downside: as of some information I have read
https://bananamafia.dev/post/d3dhook/
The function we want to hook is called EndScene(). It's being called to queue an already existing scene for output. In the context of this blog post a scene is equivalent to a frame and you can therefore say that EndScene() is called once for each frame. Since this function is being executed after a specific scene has been put together, it
https://stackoverflow.com/questions/47652902/d3d9-hooking-endscene-drawindexedprimitive
Get address of endscene from vtable. Do a standard x86 trampoline hook. Inside hook do whatever initialize stuff you need to. Get a copy of the correct device pointer. Draw stuff. call original function with correct device pointer. #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "d3dx9.lib") #include <windows.h>.
https://github.com/rce/d3d9-hooking-example
To hook EndScene function we can do one of the following: Patch the EndScene function to jump into our hook. Replace the EndScene function pointer in virtual method table to point at our hook. Replace the IDirect3DDevice9 object's virtual method table pointer to point at a new copy of the virtual method table containing our hook as the EndScene
https://learn.microsoft.com/en-us/windows/win32/api/d3d9helper/nn-d3d9helper-idirect3ddevice9
The IDirect3DDevice9::Clear method (d3d9.h) clears one or more surfaces such as a render target, multiple render targets, a stencil buffer, or a depth buffer. The IDirect3DDevice9::ColorFill method (d3d9.h) allows an application to fill a rectangular area of a D3DPOOL_DEFAULT surface with a specified color.
https://www.youtube.com/watch?v=StfYADJ93bo
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https://www.reddit.com/r/REGames/comments/asaibg/looking_for_a_more_in_depth_d3d9_hooking_guide/
void * endscene_location = pVTable[42] - Looking at this from an outside view there are 3 portable ways to get the device and the vtable from injected code. Create your own device Hook the games ::CreateDevice call Use a pattern as you mentioned There are many other ways, any function with the device can do the job. -
https://gamedev.net/forums/topic/484987-what-do-beginscene-and-endscene-do/4171801/
IDirect3DDevice9::BeginScene should be called once before any rendering is performed, and IDirect3DDevice9::EndScene should be called once after all rendering for a frame has been submitted to the runtime. The point I made earlier was that just because it *works* when you call BeginScene/EndScene for every object, it doesn't mean you shouldn't
https://guidedhacking.com/threads/csgo-direct3d9-endscene-hook-d3d9-esp-tutorial-series.14570/
EndScene() is the function called when the game is finished drawing the next frame to be displayed on the screen, meaning all the drawing by the game is completed, so any drawing we do, will render on top of the finished scene. After our EndScene hook returns it will call the real EndScene and the image will be rendered on the screen.
https://learn.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-beginscene
Applications must call IDirect3DDevice9::BeginScene before performing any rendering and must call IDirect3DDevice9::EndScene when rendering is complete and before calling IDirect3DDevice9::BeginScene again. If IDirect3DDevice9::BeginScene fails, the device was unable to begin the scene, and there is no need to call IDirect3DDevice9::EndScene.
https://github.com/rdbo/DX9-BaseHook
DirectX 9 EndScene Hook with Dear ImGUI implementation through rdbo/libmem Topics. game-hacking dear-imgui directx9 memory-library dx9-basehook Resources. Readme Activity. Stars. 59 stars Watchers. 4 watching Forks. 14 forks Report repository Releases 3. DX9 BaseHook - v1.2 Latest Dec 26, 2020 + 2 releases
https://www.reddit.com/r/AskReddit/comments/jz4xp/is_the_correct_idiomatic_usage_and_scene_or_end/
I contest that the correct usage is "end scene" as I have seen this used in scripts before. "And cut" is used by directors, "end scene" is used by
https://learn.microsoft.com/en-us/windows/win32/direct3d9/performance-optimizations
Other API calls such as IDirect3DDevice9::BeginScene, IDirect3DDevice9::EndScene, and IDirect3DDevice9::Present do not guarantee the graphics processor is finished using vertices. Below are ways to use dynamic buffers and the proper lock flags. // USAGE STYLE 1 // Discard the entire vertex buffer and refill with thousands of vertices.
https://github.com/stimmy1442/EndSceneHookExample
After finding the VMT, it backs up the function pointer to EndScene() in a variable ('dwEndscene_ret') before overwriting it with a pointer to a custom function. This custom function now draws the overlay elements on the screen, and then calls the original EndScene().
https://stackoverflow.com/questions/36518872/trying-to-hook-d3d-endscene
I'm trying to hook EndScene and just cannot get it working. I've tried using a pattern scan to find and then hook it, I've tried creating a dummy d3d device and finding the EndScene through its VTable. Each time it fails i get an Access Violation so I can only assume I have the wrong address for the function or maybe I'm missing something
https://stackoverflow.com/questions/4332248/hooking-direct-x-endscene-in-direct-x-11-game
D3D9_Device = Memory.Read<uint>(D3D9_Device + Direct3D9__Device__OffsetB); To access the Dx9 device, and find the endscene using reversed offsets. However, in windows 7, directx 11 is forced, which means that this read fails and gives a null object. Any idea how I might perform a hook into the endscene of a game when DirectX 11 is in use?
https://learn.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-present
Present will fail, returning D3DERR_INVALIDCALL, if called between BeginScene and EndScene pairs unless the render target is not the current render target (such as the back buffer you get from creating an additional swap chain). This is a new behavior for Direct3D 9. Requirements. Requirement Value; Target Platform: