[PR #231] [MERGED] kb: Hooking a host engine's post-world render pass so world geometry occludes your overlay #233

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opened 2026-10-15 20:54:37 +00:00 by bsakaguchi · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/rehan-remade/universal-modder/pull/231
Author: @Proudnoob4
Created: 10/11/2026
Status: ✅ Merged
Merged: 10/12/2026
Merged by: @rehan-remade

Base: main ← Head: kb/technique-hooking-a-host-engine-s-post-world-render-pass-so-world-geom


📝 Commits (4)

  • eb6cb5f kb: Hooking a host engine's post-world render pass so world geometry occludes your overlay
  • a158bd2 kb: render-pass hook technique: review fixes
  • d8c26ff Merge remote-tracking branch 'origin/main' into land/pr-231
  • 194bc2f kb: regenerate the index

📊 Changes

3 files changed (+208 additions, -1 deletions)

View changed files

📝 knowledge/INDEX.md (+2 -1)
📝 knowledge/index.json (+24 -0)
➕ knowledge/techniques/hooking-a-host-post-world-render-pass-so-the-world-occludes-your-overlay.md (+182 -0)

📄 Description

Adds a technique note: drawing an overlay so the HOST engine's world geometry occludes it.

  • hook the main-target scene-render call and CALL the original (not tail-jmp), then draw after it returns - world in the backbuffer, world depth bound, pre-imagespace/UI; suppress your own Z clears;
  • hook the call's RETURN, not an address after it (that address was a shared destructor used by all four RenderScene sites);
  • FRUSTUM PARITY is the prerequisite: our config 0.002/100 vs the live camera 5.0/353840 meant occlusion failed at ANY hook point.

Verified in Fallout: New Vegas (host) with Halo 3/MCC content (guest). Honest tags kept: occlusion is MATCHED in the host but has NO Halo 3 reference frame, so it is UNVERIFIED on the guest side.


🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/rehan-remade/universal-modder/pull/231 **Author:** [@Proudnoob4](https://github.com/Proudnoob4) **Created:** 10/11/2026 **Status:** ✅ Merged **Merged:** 10/12/2026 **Merged by:** [@rehan-remade](https://github.com/rehan-remade) **Base:** `main` ← **Head:** `kb/technique-hooking-a-host-engine-s-post-world-render-pass-so-world-geom` --- ### 📝 Commits (4) - [`eb6cb5f`](https://github.com/rehan-remade/universal-modder/commit/eb6cb5fc3c2145b971fe49785c4e0fac2f9133c4) kb: Hooking a host engine's post-world render pass so world geometry occludes your overlay - [`a158bd2`](https://github.com/rehan-remade/universal-modder/commit/a158bd278bd46529ffaf97219b477008db3d1a22) kb: render-pass hook technique: review fixes - [`d8c26ff`](https://github.com/rehan-remade/universal-modder/commit/d8c26ffa0d47c6714bc25dacf32f938a98d38de7) Merge remote-tracking branch 'origin/main' into land/pr-231 - [`194bc2f`](https://github.com/rehan-remade/universal-modder/commit/194bc2f83eba72a60be09f813c4bbd436cc88c4a) kb: regenerate the index ### 📊 Changes **3 files changed** (+208 additions, -1 deletions) <details> <summary>View changed files</summary> 📝 `knowledge/INDEX.md` (+2 -1) 📝 `knowledge/index.json` (+24 -0) ➕ `knowledge/techniques/hooking-a-host-post-world-render-pass-so-the-world-occludes-your-overlay.md` (+182 -0) </details> ### 📄 Description Adds a technique note: drawing an overlay so the HOST engine's world geometry occludes it. - hook the main-target scene-render call and CALL the original (not tail-jmp), then draw after it returns - world in the backbuffer, world depth bound, pre-imagespace/UI; suppress your own Z clears; - hook the call's RETURN, not an address after it (that address was a shared destructor used by all four RenderScene sites); - FRUSTUM PARITY is the prerequisite: our config 0.002/100 vs the live camera 5.0/353840 meant occlusion failed at ANY hook point. Verified in Fallout: New Vegas (host) with Halo 3/MCC content (guest). Honest tags kept: occlusion is MATCHED in the host but has NO Halo 3 reference frame, so it is UNVERIFIED on the guest side. --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
bsakaguchi 2026-10-15 20:54:37 +00:00
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rehan-remade/universal-modder#233
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