• Advertisement

Archived

This topic is now archived and is closed to further replies.

Any one can give a sample on pixel light in DX?

This topic is 5415 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I've got mad with the SetTextureStageState....I can understandpixel light's formula and theory,but what block me is the D3D's methods... Who can give a complete sample about Render passes(one pass can hold 2 texture stages) that implement diffuse(N.L) and specular(Color*(N.H)^p*atten,H=normalize(vLookDir+vLightPos))?(Assume m_TexNormal is the normalmap,m_TexBase is the base texture) Currently,Only my ambient light code can work correctly,as follow: {//Ambient m_D3DDevice.m_p->SetRenderState( D3DRS_TEXTUREFACTOR, 0xFFBBBBBB );//ambient color. m_D3DDevice.m_p->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TFACTOR ); m_D3DDevice.m_p->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_D3DDevice.m_p->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); m_D3DDevice.SetTexture(m_TexBase,0);//m_TexBase:base texture m_Panel.Render(); } Thanks in advance! We create world. [edited by - kimryo on April 29, 2003 6:07:44 AM]

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement