-- Draw minimap background DrawRect(self.position.x + self.size/2, self.position.y + self.size/2, self.size, self.size, 0, 0, 0, 200)
void HookD3D10() { ID3D10Device* pDevice = nullptr; // Hook VTable present function MH_Initialize(); MH_CreateHook((LPVOID*)oPresent, hkPresent, (LPVOID*)&oPresent); MH_EnableHook(MH_ALL_HOOKS); } -- client/d3d10_features.lua local d3d10 = {} -- Screen-space quad rendering function d3d10.DrawQuad(x, y, w, h, color) -- Native D3D10 quad via NUI or native calls DrawRect(x + w/2, y + h/2, w, h, color.r, color.g, color.b, color.a) end d3d10 fivem
-- Custom shader effect (requires shader resource) function d3d10.ApplyBloomEffect(intensity, radius) Citizen.InvokeNative(0x12345678, intensity, radius) -- Hypothetical native end -- Draw minimap background DrawRect(self
-- Use D3D10 structured buffers for GPU particles for i = 1, particleCount do system.positions[i] = vector3(0, 0, 0) system.velocities[i] = vector3(0, 0, 0) system.life[i] = 1.0 end self.position.y + self.size/2
if (pDevice) { // Draw custom primitives, shaders, etc. pDevice->Release(); }