quote:Original post by d000hg
Wow, is my method actually useful?
Yeah, many cards only support two textures but that means you can do it in 2 passes rather than 1 - perfect if you add a bump texture or light map. Some of the previous generation ATI cards (7000/7500?) have 3 texture units, as mentioned in my thread here. To avoid having to bloat your FVF with specular colour, you might choose to do it in 2 stages anyway. btw, you could always use effects.
billybob I want a link to a screenshot/demo of your app as soon as you get this method working
Read about my game, project #1
John 3:16
i haven''t gotten it working yet because i can''t figure out what to put in the vertex structure and the FVF define. can someone help me with that? i found the problem though, i was setting the sizeof my stream vertice to my FVF define, DOH! now, all i need to know is what to put in my vertex struct to get those diffuse and specular things. that is the last piece, someone tell me!!!