D3d10 — Fivem __link__

RegisterCommand("-bloom", function() SetSeethrough(false) Citizen.InvokeNative(0xBE3F7F0B, false) end, false) end)

-- Register NUI callback for D3D10 rendering RegisterNUICallback('d3d10Render', function(data, cb) radar:Draw() cb({ok = true}) end) // d3d10_manager.cpp class D3D10Manager { private: ID3D10Device* device; ID3D10RenderTargetView* renderTarget; ID3D10Texture2D* backBuffer; public: void Cleanup() { if (renderTarget) { renderTarget->Release(); renderTarget = nullptr; } if (backBuffer) { backBuffer->Release(); backBuffer = nullptr; } if (device) { device->Release(); device = nullptr; } } d3d10 fivem

-- Draw player blips using D3D10 primitives local playerPos = GetEntityCoords(PlayerPedId()) for _, blip in ipairs(GetAllBlips()) do local blipPos = GetBlipCoords(blip) local relativeX = (blipPos.x - playerPos.x) * self.zoom + self.size/2 local relativeY = (blipPos.y - playerPos.y) * self.zoom + self.size/2 DrawRect(self.position.x + relativeX, self.position.y + relativeY, 5, 5, 255, 0, 0, 255) end renderTarget = nullptr

-- Draw with custom pixel shader function d3d10.DrawWithShader(shaderName, vertices, texture) -- Load compiled .cso shader local shader = LoadShader(shaderName .. ".cso") SetShader(shader) SetShaderTexture(texture) DrawPrimitive(vertices) ResetShader() end // bloom_effect.hlsl - Pixel shader for bloom Texture2D SceneTexture : register(t0); SamplerState LinearSampler : register(s0); cbuffer BloomParams : register(b0) { float bloomIntensity; float bloomRadius; float2 padding; }; } if (backBuffer) { backBuffer-&gt

-- Performance maxDrawDistance = 500.0, lodMultiplier = 1.0, vsync = true,

-- Particle system with D3D10 compute shaders function CreateParticleSystem(particleCount) local system = { count = particleCount, positions = {}, velocities = {}, life = {} }