Hi
I'm trying to implement cube mapping at the moment but I am running into a brick wall
I've created a IDirect3DCubeTexture9 object and rendered to it fine (I've checked this by using the StretchRect method to display what the cube texture contains on my back buffer).
My vertex class has the following members:
float x, y, z; // position of the vertex
float xN, yN, zN; // normal for the vector
DWORD colour; // the vertex colour
float u1,v1; // set 1 texture coordinates
float u2, v2, w2; // set 2 texture coordinates
and the vertex format I am using is
D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(1)
My render method has the following code (NOTE: this is not complete, only what is relevant)
// set the texture for stage 0
pDirect3DDevice->SetTexture(0, pTexTop);
pDirect3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
pDirect3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pDirect3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pDirect3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
// set the texture for stage 1
pDirect3DDevice->SetTexture(1, pCubeMap);
pDirect3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_ADD );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_CURRENT );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR|1 );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE );
pDirect3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
The problem I am having is that the first stage texture shows up fine but I can't seem to map the cube texture to the object.
The only thing I can think of is that when I initialise my vertices I set the 2nd texture stage values (u2, v2, w2) to 0. I'm assuming (maybe naively) that the line
pDirect3DDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR|1 );
automatically set these values.
Can anyone tell me where I am going wrong?
Thanks in advance (especially if you read all of this!)
Asim
[edited by - asim on August 14, 2003 5:19:31 PM]