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Member Since 10 Apr 2013
Offline Last Active Jun 27 2013 08:38 PM

Topics I've Started

what is the color of the cube's two faces' overlapping area

23 June 2013 - 01:17 PM

i find if rotating, for example, the color of two faces((0, 255, 0) and (255, 0, 255))' overlapping area is black, very clear


is it the substract operation

how to simulate the specular calculation using 'SetTextureStageState'

21 June 2013 - 10:41 AM

yes it is easy to accomplish it using pixel shader, but i want to try it with SetTextureStageState


i find if setting D3DRS_SPECULARENABLE, the specular calculation is as follows


(vertex's diffuse + vertex's specular) * (texture's color + vertex's specular)


i have tried different parameters and stages of SetTextureStageState, but still unsolved

why vertex's specular color is added to the texture

19 June 2013 - 12:18 PM

now the vertex's color is white, it is odd and unlike D3DFVF_DIFFUSE

why 'COLOR1' can not be used between vertex output and pixel input

17 June 2013 - 12:06 PM

the program is ok if using 'TEXCOORD1' to deliver the data


i want to see whether 'COLOR1' also works, and it does not

light processing should be done in vertex or pixel shader

17 June 2013 - 01:37 AM

it is easy to be done in vertex shader


if done in pixel shader, i make vertex shader output 'TEXCOORD' including the normal and position info and then take it as the input of pixel shader, is this the standard way or any other way