Hello RTSS Forum. Does anyone have an example of how to use the APPFLAG's to retrieve the current rendering API in use? I'm easily able to get the API to appear on in my overlay using the ```<A>``` tag, but I'm at a loss when it comes to retrieving that info. Are the flags defined in ```dwSignature```?
The meaning of dwSignature filed is commented in the header. And no, it doesn't contain _application_specific_ flags. There can be multiple 3D applications running simultaneously, each one using different 3D API. So it is pointless to expect application specific flags to be packed into a single shared memory variable like you assumed. There is application data array, conaining it for all independent hooked 3D apps.
I'm already using the Code: RTSS_SHARED_MEMORY_APP_ENTRY arrApp[256]; , but didn't think far enough ahead to realize that's where I'd need to grab that value. From this var I guess? :
Sorry, this is totally unrelated, but do you think it's possible to determine if v-sync is on based on recent framerate and frametime? One thing that (I believe) v-sync does is set the framerate to be (absolutely) constant, and this is reflected when I turn it on in DotA(it stays at exactly 60.0). I'm thinking if I get the same exact frame value 10+ frames in a row v-sync must be on, right?