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Spherical Enviroment Mapping

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Anyone know of a good tutorial for DirectX 8 / 8.1b that will use spherical enviroment mapping WITHOUT pixel/vertex shaders & effect scripts? Please let me know! .:[Carandiru]:. -Skilled C++ Programmer -DirectX 8.1b, Win32

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Set your texture coordinate index to D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR or D3DTSS_TCI_CAMERASPACENORMAL. Reflection vector looks better, but takes more time to compute. Normal vector will not really work on a flat surface.

The your texture transform to scale of 0.5 and offset of 0.5

_11 = _22 = 0.5f;
_31 = _32 = 0.5f

Enable texture transform and set the texture transform, Draw, turn off texture transform.


  
pDev->SetTextureStageState( nStage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
pDev->SetTextureStageState(nStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
pDev->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+nStage), &xformmatrix);
...
Draw
...
pDev->SetTextureStageState(nStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );


Typical use:
Stage 0 = diffuse texture. Stage 1 = env texture.
Stage 0, selectarg1 (texture).
Stage 1, add (texture, current).
Stage 2, disable.

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Thank you very much, it was suprisingly hard to find any information on this.

.:[Carandiru]:.
-Skilled C++ Programmer
-DirectX 8.1b, Win32

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