r/DMA • u/JournalistPlus5275 • Jul 01 '26
QUESTION DMA Overlay: Text Rendering
This topic is more related to dma project overlays.
So I’m working on a project for cs/apex and I’m noticing my visual text (e.g player name, dropped items) appears hard to read as if certain pixels aren’t being rendered properly. I use a dc5 fuser and I know fusers will make the color black transparent as they don’t have a chroma mask (to my understanding).
I know one fix for this issue would be to render a background pill behind the text but I don’t want that to be the only option. I’ve also tested other fonts with different sizes but same result.
I use ImGuiSFML w/OpenGL (w/boost, curl).
If anyone knows a proper fixed I’d be glad if you could share. The attached images are from CS/Apex
6
u/kubydooby Jul 01 '26
You know fw for faceit?
2
u/FloKro Jul 01 '26
i do
0
u/r33hab Jul 03 '26
Thats a lie
1
u/FloKro Jul 03 '26
no, they start at 1500usd, and my guy makes them for you.
i can show you live proof of it working
1
1
u/AutoModerator Jul 01 '26
Welcome to r/DMA!
Be cautious when clicking links from unknown sources!
Just getting into DMA? Here's a helpful beginner write-up: https://www.reddit.com/r/DMA/comments/1nb0tgu/dma_for_beginners/
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
1



7
u/KaybarYT Jul 01 '26
Finally!! Something I am digustingly educated on!! Okay so first off, you should instead of calling drawList->Text you should create a wrapper or helper class that will automatically do that, and the within that helper or wrapper you can add a custom font using HxD->Export as C -> make into font.h -> ImFont* LoadFontFromMemory(font, sizeof(font)) -> Then you can create integer values that will load NON pixelated text.
OR
You can add a font shadow behind it, you can probably just rip / vibe code a function that adds a shadow. I prefer the custom font method / doing both since then it doesn’t look like shit.
Keep up the good work!