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  • Page 1 of 2 12 LastLast
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    Thread: Draw box, text

    1. #1
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      Draw box, text

      Cheats-n-Trainers
      After i hook SwapBuffers, how can i draw rects, lines and text?

    2. #2
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      GLUT can help you with that. There are several free libraries you can use for text rendering as well.
          //Draws a string onto the screen. Font is a font (ex: GLUT_BITMAP_HELVETICA_18). Use the end of the funct like printf
      void string(GLfloat x, GLfloat y, GLfloat r, GLfloat g, GLfloat b, void * font, char const*const pFmtText, ...);


      void Draw::string(GLfloat x, GLfloat y, GLfloat r, GLfloat g, GLfloat b, void * font, char const*const pFmtText, ...)
      {
      int newLineDist;

      //Set the distance dynamically for new lines
      switch ((int)font)
      {
      case (int)GLUT_BITMAP_9_BY_15:
      newLineDist = 16;
      break;

      case (int)GLUT_BITMAP_8_BY_13:
      newLineDist = 14;
      break;

      case (int)GLUT_BITMAP_TIMES_ROMAN_10:
      newLineDist = 11;
      break;

      case (int)GLUT_BITMAP_TIMES_ROMAN_24:
      newLineDist = 25;
      break;

      case (int)GLUT_BITMAP_HELVETICA_10:
      newLineDist = 11;
      break;

      case (int)GLUT_BITMAP_HELVETICA_12:
      newLineDist = 13;
      break;

      case (int)GLUT_BITMAP_HELVETICA_18:
      newLineDist = 19;
      break;

      default:
      newLineDist = 19;
      break;
      }

      //Set our attributes
      glColor3f(r, g, b);
      glRasterPos2i(x, y);

      //Allocate memory for a temporary result string. You could probably do much less
      char *const pTemp = new char[5000];

      //Put all of the text into pTemp
      va_list vaList;
      va_start(vaList, pFmtText);
      int const TextLen = vsprintf(pTemp, pFmtText, vaList);
      va_end(vaList);

      //Draw the string
      for (unsigned int Counter = 0; Counter < TextLen; ++Counter)
      {
      if (pTemp[Counter] == '\n')
      {
      y += newLineDist;
      glRasterPos2i(x, y);
      continue;
      }

      glutBitmapCharacter(font, pTemp[Counter]);
      }

      //Prevent memory leaks
      delete[] pTemp;
      }



      Taken directly from my OpenGL drawing class. All of the knowledge is fairly common, so credits to plenty of people (I forget who specifically). You can tweak the newline distances to your liking, or remove it altogether.
      Draw box, text

      [02-02, 21:50] AnomanderRake: jeans, skinny jeans, MC hammer pants, yoga pants & hot pants
      [02-02, 21:50] AnomanderRake: Only one of them isn't gay
      [02-02, 21:51] Krampus: MC hammer pants, duh
      [02-02, 21:54] Krampus: Actually, trick pants. All questions are gay, duh
      [02-02, 21:56] AnomanderRake: aight now I know you're hitting the bong :P
      [02-02, 21:58] Krampus: Trick bong, there is no spoon

    3. #3
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      Quote Originally Posted by Solaire View Post
      GLUT can help you with that. There are several free libraries you can use for text rendering as well.
          //Draws a string onto the screen. Font is a font (ex: GLUT_BITMAP_HELVETICA_18). Use the end of the funct like printf
      void string(GLfloat x, GLfloat y, GLfloat r, GLfloat g, GLfloat b, void * font, char const*const pFmtText, ...);


      void Draw::string(GLfloat x, GLfloat y, GLfloat r, GLfloat g, GLfloat b, void * font, char const*const pFmtText, ...)
      {
      int newLineDist;

      //Set the distance dynamically for new lines
      switch ((int)font)
      {
      case (int)GLUT_BITMAP_9_BY_15:
      newLineDist = 16;
      break;

      case (int)GLUT_BITMAP_8_BY_13:
      newLineDist = 14;
      break;

      case (int)GLUT_BITMAP_TIMES_ROMAN_10:
      newLineDist = 11;
      break;

      case (int)GLUT_BITMAP_TIMES_ROMAN_24:
      newLineDist = 25;
      break;

      case (int)GLUT_BITMAP_HELVETICA_10:
      newLineDist = 11;
      break;

      case (int)GLUT_BITMAP_HELVETICA_12:
      newLineDist = 13;
      break;

      case (int)GLUT_BITMAP_HELVETICA_18:
      newLineDist = 19;
      break;

      default:
      newLineDist = 19;
      break;
      }

      //Set our attributes
      glColor3f(r, g, b);
      glRasterPos2i(x, y);

      //Allocate memory for a temporary result string. You could probably do much less
      char *const pTemp = new char[5000];

      //Put all of the text into pTemp
      va_list vaList;
      va_start(vaList, pFmtText);
      int const TextLen = vsprintf(pTemp, pFmtText, vaList);
      va_end(vaList);

      //Draw the string
      for (unsigned int Counter = 0; Counter < TextLen; ++Counter)
      {
      if (pTemp[Counter] == '\n')
      {
      y += newLineDist;
      glRasterPos2i(x, y);
      continue;
      }

      glutBitmapCharacter(font, pTemp[Counter]);
      }

      //Prevent memory leaks
      delete[] pTemp;
      }



      Taken directly from my OpenGL drawing class. All of the knowledge is fairly common, so credits to plenty of people (I forget who specifically). You can tweak the newline distances to your liking, or remove it altogether.
      Wow thanks for the fast help. But how can i draw rects? I tried this code but it doesnt work.

      void DrawBox(float x, float y, float w, float h)
      {
      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      glOrtho(0, 700, 700, 0, -10, 10);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();
      glPushMatrix();
      glTranslatef(x, y, 0);
      glBegin(GL_QUADS);
      glColor3f(1, 0, 0);
      glVertex2f(0, 0);
      glVertex2f(0, h);
      glVertex2f(w, h);
      glVertex2f(w, 0);
      glEnd();
      glPopMatrix();
      }

    4. #4
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      Quote Originally Posted by dromenox View Post
      Wow thanks for the fast help. But how can i draw rects? I tried this code but it doesnt work.

      void DrawBox(float x, float y, float w, float h)
      {
      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      glOrtho(0, 700, 700, 0, -10, 10);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();
      glPushMatrix();
      glTranslatef(x, y, 0);
      glBegin(GL_QUADS);
      glColor3f(1, 0, 0);
      glVertex2f(0, 0);
      glVertex2f(0, h);
      glVertex2f(w, h);
      glVertex2f(w, 0);
      glEnd();
      glPopMatrix();
      }
      void Draw::box(GLfloat x, GLfloat y, GLfloat xLen, GLfloat yLen, GLfloat r, GLfloat g, GLfloat b)
      {
      //Set our attributes
      glColor3f(r, g, b);

      //Draw our box
      glBegin(GL_QUADS);
      glVertex2f(x, y);
      glVertex2f(x + xLen, y);
      glVertex2f(x + xLen, y + yLen);
      glVertex2f(x, y + yLen);
      glEnd();
      }


      It's a different process for modern OpenGL. For that, go here http://www.learnopengl.com/
      Draw box, text

      [02-02, 21:50] AnomanderRake: jeans, skinny jeans, MC hammer pants, yoga pants & hot pants
      [02-02, 21:50] AnomanderRake: Only one of them isn't gay
      [02-02, 21:51] Krampus: MC hammer pants, duh
      [02-02, 21:54] Krampus: Actually, trick pants. All questions are gay, duh
      [02-02, 21:56] AnomanderRake: aight now I know you're hitting the bong :P
      [02-02, 21:58] Krampus: Trick bong, there is no spoon

    5. #5
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      Thanks! The box function works perfectly! But when i try to render the text the game closes.

    6. #6
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      Quote Originally Posted by dromenox View Post
      Thanks! The box function works perfectly! But when i try to render the text the game closes.
      Not sure what would cause that. Maybe the game doesn't use GLUT? I've never run into that issue, see if there are any GetLastError functions you could possibly intercept or call yourself to find out what the issue is, or try and set a BP and trace into the function to see what could cause the issue.
      Draw box, text

      [02-02, 21:50] AnomanderRake: jeans, skinny jeans, MC hammer pants, yoga pants & hot pants
      [02-02, 21:50] AnomanderRake: Only one of them isn't gay
      [02-02, 21:51] Krampus: MC hammer pants, duh
      [02-02, 21:54] Krampus: Actually, trick pants. All questions are gay, duh
      [02-02, 21:56] AnomanderRake: aight now I know you're hitting the bong :P
      [02-02, 21:58] Krampus: Trick bong, there is no spoon

    7. #7
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      I has crashing problems with freeglut and openglut when using glutBitmapCharacter, but the original GLUT works 100% no problem

    8. #8
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      Old opengl font class from i dont know what century.


      #pragma once

      #include <Windows.h>
      #include <gl\GL.h>
      #include <stdio.h>

      class Font
      {
      private:
      HDC hDC;
      HFONT hOldFont;
      HFONT hFont;
      UINT FontBase, FontBaseUnderline, FontBaseBig;
      bool bFontsBuild;

      public:
      Font::Font() { bFontsBuild = 0; };
      void BuildFonts();
      void glPrint(int x, int y, int r, int g, int b, const char *fmt, ...);
      void glPrintUnderline(int x, int y, const char *fmt, ...);
      void glPrintBig(int x, int y, int r, int g, int b, const char *fmt, ...);
      };



      #include "Font.h"

      unsigned int ColorMap(int a, int r, int g, int b)
      {
      return ((UINT32)((((a)&0xff)<<24)|(((b)&0xff)<<16)|(((g)&0xff)<<8)|((r)&0xff)));
      }

      void Font::BuildFonts()
      {
      hDC = wglGetCurrentDC();

      FontBase = glGenLists(96);
      hFont = CreateFontA(-12, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, FF_DONTCARE|DEFAULT_PITCH, "Courier"); //"Lucida Console");
      hOldFont = (HFONT) SelectObject(hDC, hFont);
      wglUseFontBitmaps(hDC, 32, 96, FontBase);
      SelectObject(hDC, hOldFont);
      DeleteObject(hFont);

      FontBaseUnderline = glGenLists(96);
      hFont = CreateFontA(-10, 0, 0, 0, FW_NORMAL, FALSE, TRUE, FALSE, ANSI_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, FF_DONTCARE|DEFAULT_PITCH, "Courier");
      hOldFont = (HFONT) SelectObject(hDC, hFont);
      wglUseFontBitmaps(hDC, 32, 96, FontBaseUnderline);
      SelectObject(hDC, hOldFont);
      DeleteObject(hFont);

      FontBaseBig = glGenLists(96);
      hFont = CreateFontA(-14, 0, 0, 0, FW_BOLD, FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, FF_DONTCARE|DEFAULT_PITCH, "Courier");
      hOldFont = (HFONT) SelectObject(hDC, hFont);
      wglUseFontBitmaps(hDC, 32, 96, FontBaseBig);
      SelectObject(hDC, hOldFont);
      DeleteObject(hFont);

      bFontsBuild = true;
      }

      void Font::glPrint(int x, int y, int r, int g, int b, const char *fmt, ...)
      {
      if (!bFontsBuild) BuildFonts();

      if (fmt == NULL) return;

      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glRasterPos2i(x,y);

      char text[256];
      va_list ap;

      va_start(ap, fmt);
      vsprintf_s<256>(text, fmt, ap);
      va_end(ap);

      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glPushAttrib(GL_LIST_BIT);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glListBase(FontBase - 32);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glPopAttrib();

      glColor3f( 1, 1, 1 );
      }

      void Font::glPrintUnderline(int x, int y, const char *fmt, ...)
      {
      if (!bFontsBuild) BuildFonts();

      if (fmt == NULL) return;

      glRasterPos2i(x,y);

      char text[256];
      va_list ap;

      va_start(ap, fmt);
      vsprintf_s<256>(text, fmt, ap);
      va_end(ap);

      glPushAttrib(GL_LIST_BIT);
      glListBase(FontBaseUnderline - 32);
      glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
      glPopAttrib();
      }

      void Font::glPrintBig(int x, int y, int r, int g, int b, const char *fmt, ...)
      {
      if (!bFontsBuild) BuildFonts();

      if (fmt == NULL) return;

      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glRasterPos2i(x,y);

      char text[256];
      va_list ap;

      va_start(ap, fmt);
      vsprintf_s<256>(text, fmt, ap);
      va_end(ap);

      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glPushAttrib(GL_LIST_BIT);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glListBase(FontBaseBig - 32);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glPopAttrib();

      glColor3f( 1, 1, 1 );
      }
      Draw box, text

    9. Thanks Solaire thanked for this post
    10. #9
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      Quote Originally Posted by c5 View Post
      Old opengl font class from i dont know what century.


      #pragma once

      #include <Windows.h>
      #include <gl\GL.h>
      #include <stdio.h>

      class Font
      {
      private:
      HDC hDC;
      HFONT hOldFont;
      HFONT hFont;
      UINT FontBase, FontBaseUnderline, FontBaseBig;
      bool bFontsBuild;

      public:
      Font::Font() { bFontsBuild = 0; };
      void BuildFonts();
      void glPrint(int x, int y, int r, int g, int b, const char *fmt, ...);
      void glPrintUnderline(int x, int y, const char *fmt, ...);
      void glPrintBig(int x, int y, int r, int g, int b, const char *fmt, ...);
      };



      #include "Font.h"

      unsigned int ColorMap(int a, int r, int g, int b)
      {
      return ((UINT32)((((a)&0xff)<<24)|(((b)&0xff)<<16)|(((g)&0xff)<<8)|((r)&0xff)));
      }

      void Font::BuildFonts()
      {
      hDC = wglGetCurrentDC();

      FontBase = glGenLists(96);
      hFont = CreateFontA(-12, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, FF_DONTCARE|DEFAULT_PITCH, "Courier"); //"Lucida Console");
      hOldFont = (HFONT) SelectObject(hDC, hFont);
      wglUseFontBitmaps(hDC, 32, 96, FontBase);
      SelectObject(hDC, hOldFont);
      DeleteObject(hFont);

      FontBaseUnderline = glGenLists(96);
      hFont = CreateFontA(-10, 0, 0, 0, FW_NORMAL, FALSE, TRUE, FALSE, ANSI_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, FF_DONTCARE|DEFAULT_PITCH, "Courier");
      hOldFont = (HFONT) SelectObject(hDC, hFont);
      wglUseFontBitmaps(hDC, 32, 96, FontBaseUnderline);
      SelectObject(hDC, hOldFont);
      DeleteObject(hFont);

      FontBaseBig = glGenLists(96);
      hFont = CreateFontA(-14, 0, 0, 0, FW_BOLD, FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS, PROOF_QUALITY, FF_DONTCARE|DEFAULT_PITCH, "Courier");
      hOldFont = (HFONT) SelectObject(hDC, hFont);
      wglUseFontBitmaps(hDC, 32, 96, FontBaseBig);
      SelectObject(hDC, hOldFont);
      DeleteObject(hFont);

      bFontsBuild = true;
      }

      void Font::glPrint(int x, int y, int r, int g, int b, const char *fmt, ...)
      {
      if (!bFontsBuild) BuildFonts();

      if (fmt == NULL) return;

      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glRasterPos2i(x,y);

      char text[256];
      va_list ap;

      va_start(ap, fmt);
      vsprintf_s<256>(text, fmt, ap);
      va_end(ap);

      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glPushAttrib(GL_LIST_BIT);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glListBase(FontBase - 32);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glPopAttrib();

      glColor3f( 1, 1, 1 );
      }

      void Font::glPrintUnderline(int x, int y, const char *fmt, ...)
      {
      if (!bFontsBuild) BuildFonts();

      if (fmt == NULL) return;

      glRasterPos2i(x,y);

      char text[256];
      va_list ap;

      va_start(ap, fmt);
      vsprintf_s<256>(text, fmt, ap);
      va_end(ap);

      glPushAttrib(GL_LIST_BIT);
      glListBase(FontBaseUnderline - 32);
      glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
      glPopAttrib();
      }

      void Font::glPrintBig(int x, int y, int r, int g, int b, const char *fmt, ...)
      {
      if (!bFontsBuild) BuildFonts();

      if (fmt == NULL) return;

      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glRasterPos2i(x,y);

      char text[256];
      va_list ap;

      va_start(ap, fmt);
      vsprintf_s<256>(text, fmt, ap);
      va_end(ap);

      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glPushAttrib(GL_LIST_BIT);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glListBase(FontBaseBig - 32);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
      glColor3f(static_cast<float>(r) / 255.f, static_cast<float>(g) / 255.f, static_cast<float>(b) / 255.f);
      glPopAttrib();

      glColor3f( 1, 1, 1 );
      }
      Thanks for the help, your code works. But look at my code: If i uncomment this line the rectangle overlaps the text. Is this normal?
      Sorry for my english if there is any error, i am learning



      void Hack::HackMain()
      {
      //draw->DrawRect(100, 100, 400, 200, 128, 128, 45, 255);
      font->glPrint(150, 110, 0, 0, 0, "hahaha");

      }



      Edit: This works

      	font->glPrint(150, 110, 0, 0, 0, "hahaha");
      draw->DrawRect(100, 100, 400, 200, 128, 128, 45, 255);

    11. #10
      Jr.Hacker
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      Quote Originally Posted by dromenox View Post
      Thanks for the help, your code works. But look at my code: If i uncomment this line the rectangle overlaps the text. Is this normal?
      Sorry for my english if there is any error, i am learning



      void Hack::HackMain()
      {
      //draw->DrawRect(100, 100, 400, 200, 128, 128, 45, 255);
      font->glPrint(150, 110, 0, 0, 0, "hahaha");

      }



      Edit: This works

      	font->glPrint(150, 110, 0, 0, 0, "hahaha");
      draw->DrawRect(100, 100, 400, 200, 128, 128, 45, 255);
      Think about it, you're drawing objects to a buffer, they get laid on top of each other. The order you draw them is the order they get placed on top of each other.
      Selling premium gold subscription LOIC booters $42.0/minute
      Draw box, text
      Path of Exile - Camera Patcher + AutoPotions
      CSGO - Public ESP/Aimbot/Trigger/Misc

    12. Thanks [GH]Rake thanked for this post
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