Undocumented multitexture
Sorry, wrong subject, of cause it documented, JUST DOCUMENTED!!!
I''m worked with mirror implementation and find interesting argument for texture stage - D3DTA_TEMP. All info that i find about it, is what it exist.
How helpfull it could be? Can i avoid with it multi-pass rendering???
I''m worked with mirror implementation and find interesting argument for texture stage - D3DTA_TEMP. All info that i find about it, is what it exist.
How helpfull it could be? Can i avoid with it multi-pass rendering???
I have been working with mirror rendering implementations and have found an interesting arguement for the texture stage: D3DTA_TEMP. The only information I have found on it is that it exists!
How Helpful could it be? Can I use it to avoid multi-pass rendering?.
Answer: From what I have read about your flag, it''s a setting you can switch your texture to a read/write temporary buffer.
As for using it for mirroring, the only mirroring effect I know is done with stencils.
How helpfull it could be? Can i avoid with it multi-pass rendering???
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I have been working with mirror rendering implementations and have found an interesting arguement for the texture stage: D3DTA_TEMP. The only information I have found on it is that it exists!
How Helpful could it be? Can I use it to avoid multi-pass rendering?.
Answer: From what I have read about your flag, it''s a setting you can switch your texture to a read/write temporary buffer.
As for using it for mirroring, the only mirroring effect I know is done with stencils.
>As for using it for mirroring, the only mirroring effect I >know is done with stencils.
That''s not right - Render-To-Texture is one of others.
>you can switch your texture to a read/write temporary buffer
This was in SDK Docs!
I wish to know, how to work with it, where to store, And! How helpfull could it be???
That''s not right - Render-To-Texture is one of others.
>you can switch your texture to a read/write temporary buffer
This was in SDK Docs!
I wish to know, how to work with it, where to store, And! How helpfull could it be???
In Texture blending, you have up to 8 stages (SetTextureStageState) of operations (multiply, add, select, etc.), the values you work with are stored in registers.
The default output register is the "CURRENT" register, and on the last blending stage, this MUST be set to the "CURRENT" register, as the result is the value of the pixel that gets drawn on the screen.
The other registers, DIFFUSE, SPECULAR, TEXTURE, TFACTOR, are all read-only, so you can''t write the result of, say, a multiplication into them.
This is where the TEMP register comes in - you can use it as the output register of your operation, then do some other operations using CURRENT, and then, at the end, combine with the TEMP register again.
The problem is: it''s basically useless. You can apparently only use two texture blending stages on most graphics cards, so writing to the TEMP register makes no sense at all, as you can just use CURRENT from getting the result of stage 0 to stage 1.
- JQ
Full Speed Games. Coming soon.
The default output register is the "CURRENT" register, and on the last blending stage, this MUST be set to the "CURRENT" register, as the result is the value of the pixel that gets drawn on the screen.
The other registers, DIFFUSE, SPECULAR, TEXTURE, TFACTOR, are all read-only, so you can''t write the result of, say, a multiplication into them.
This is where the TEMP register comes in - you can use it as the output register of your operation, then do some other operations using CURRENT, and then, at the end, combine with the TEMP register again.
The problem is: it''s basically useless. You can apparently only use two texture blending stages on most graphics cards, so writing to the TEMP register makes no sense at all, as you can just use CURRENT from getting the result of stage 0 to stage 1.
- JQ
Full Speed Games. Coming soon.
So useless... Very,very bad.
Another question: To avoid 2 stage I could use multi-pass texturing. How it works? It looks like rendering became super-slow! (it''s nessecary to rerender 7 time parts of mesh for 7th stage rendering)
Is i right? So solution to lower graphic features?
Another question: To avoid 2 stage I could use multi-pass texturing. How it works? It looks like rendering became super-slow! (it''s nessecary to rerender 7 time parts of mesh for 7th stage rendering)
Is i right? So solution to lower graphic features?
Well you could render 4 passes with 2 textures each, that would give you 8 textures, which is pretty reasonable if you ask me
(well, OK, I personally am using even more in my current research but that''s beside the point )
- JQ
Full Speed Games. Coming soon.
(well, OK, I personally am using even more in my current research but that''s beside the point )
- JQ
Full Speed Games. Coming soon.
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