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Light Map problem

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My problem is The Org Texture have a UV sets(a UV coords) The Light Map Texture have a different UV sets(a different UV coords) I use m_pd3dDevice->DrawIndexedPrimitive(Direct3D) render once for the Org Texture, but I cannot render the Light Map Texture with Mulit Texture, because the Light Map Texture have a different UV coords, My question is : Is i need to use the m_pd3dDevice->DrawIndexedPrimitive to render again of the Light Map Texture, I thing this is stupid because I need to render the model twice by use the m_pd3dDevice->DrawIndexedPrimitive

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Yup you either need to make two passes or use multitexturing (you supply two sets of coordinates, not sure how this works in Direct3D so you''ll have to look it up, you might need to modify your vertex buffer structures).

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Thanks la

I know how to work

Tex0
Tex1
Tex2
.
.
.
Tex7

set the FVF vertex buffer

float u0,v0
float u1,v1
float u3,v3
.
.
float u7,v7

may be like that thanks





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