I think you'd have to make a "mask" around the HUD, since this is basically just an effect layer. And since different people have different resolutions you'd needs a mask for A LOT of different resolutions.
I'm not even sure if you could define a mask type exclusion via a d3d9.dll, but I have no idea so.
Well, as Halo renders the scene first and then the UI/HUD it should be possible to slot the post processes in between so Halo does the UI/HUD after the post processes are done. I've managed to test this using a hacky way of figuring out when its started drawing the HUD, and then rendering the post processes, but it's messy and screws other things up. Shows it can be done though.
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