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Endurion

D3DTOP_BLENDDIFFUSEALPHA + lighting, possible?

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Hi all, i''m working on a little game project of mine, displaying a simple iso-based map. I''m using two texture stages for blending two possible layers into each other using D3DTOP_BLENDDIFFUSEALPHA. Set up like this:
  
    theApp.SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    theApp.SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    theApp.SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    theApp.SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG2 );
    theApp.SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );

    theApp.SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    theApp.SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_BLENDDIFFUSEALPHA );
    theApp.SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
  
    theApp.SetTextureStageState( 1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
    theApp.SetTextureStageState( 1, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1 );
  
This works all fine and dandy. Until i wanted to add lighting. After enabling lighting the vertices, which have their alpha set to 0 will be black/ambient colored. Is it possible to get the basic lighting working, blending two textures and still use only two stages? If it''s not possible, is it somehow possible to have a working diffuse color (for implementing fake lighting), since the alpha is used for blending? Many thanks in advance, Endurion

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