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Isolating R, G, B values during rendering

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Can you isolate the R, G, B values in a diffuse vertex colour for blending each colour seperatley with a texture?

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You can access individual color components in pixel shader using source and/or destination masking. See the sdk for more info.

-Nik

EDIT:
And if you use hlsl or cg, then proceed as if you were using c to access individual elements of a 4-component vector.

[edited by - Nik02 on October 8, 2003 11:49:00 AM]

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