im desperate

Started by
6 comments, last by kapru 20 years, 3 months ago
Using texture stages how do i set it up so the color comes from stage 0 but the alpha comes from stage 1
Advertisement
You could do something like this:

pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);

This will take the result from the color op in stage 0, (which by default is to modulate diffuse with texture) and use it with the alpha value from the texture in stage 1.

[edited by - Zook on January 23, 2004 7:47:53 AM]
Thats exactly what im doing maybe im not setting the right render states

this is what im doing
HRESULT CFrameWorkApplication::RenderTerrainTexture(){	HRESULT hr;	LPD3DXRENDERTOSURFACE  rendertargetsurface;	IDirect3DSurface8 *newsurface;	    D3DSURFACE_DESC desc;    terrRenderTarget->GetSurfaceLevel(0, &newsurface);    newsurface->GetDesc(&desc);	if(FAILED(hr = D3DXCreateRenderToSurface(d3ddevice, desc.Width, desc.Height,         D3DFMT_A8R8G8B8, FALSE, D3DFMT_UNKNOWN, &rendertargetsurface)))    {        return hr;    }	rendertargetsurface->BeginScene(newsurface, NULL);	d3ddevice->SetStreamSource(0, rendertargetVB, sizeof(rendertargetvertex));	d3ddevice->SetVertexShader(RENDERTARGET_VERTEX);    d3ddevice->Clear( 0L, NULL, D3DCLEAR_TARGET,D3DCOLOR_ARGB(255,0,0,0), 0.0f, 0L );\	d3ddevice->SetRenderState(D3DRS_ZWRITEENABLE,false);	d3ddevice->SetRenderState(D3DRS_LIGHTING,false);	d3ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );	d3ddevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);	d3ddevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);	d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);	d3ddevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);	d3ddevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_TEXTURE);	d3ddevice->SetTextureStageState(0, D3DTSS_COLOROP,D3DTOP_SELECTARG1);	d3ddevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT);	d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);	d3ddevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);	d3ddevice->SetTexture(1,terrTexture[0]);	d3ddevice->SetTexture(0,terrBlendMap[0]);	d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);	d3ddevice->SetTexture(1,terrTexture[1]);	d3ddevice->SetTexture(0,terrBlendMap[1]);	d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);	d3ddevice->SetTexture(1,terrTexture[2]);	d3ddevice->SetTexture(0,terrBlendMap[2]);	d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);	d3ddevice->SetTexture(1,terrTexture[3]);	d3ddevice->SetTexture(0,terrBlendMap[3]);	d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);	rendertargetsurface->EndScene();	//Release the rendertosurface	SAFE_RELEASE(rendertargetsurface);    SAFE_RELEASE(newsurface);	return S_OK;}
It looks like the states you are setting for stage 0 should be for stage 1 and vice versa.
Do you have a texture and then alpha that your getting from a black and white texture? You may want to combine them into one TGA. That way you don't waste a texture blending stage and it's so much easier too.

www.opticuslabs.com/alphatexgen

~Wave

[edited by - Wavewash on January 23, 2004 1:01:37 PM]
Add this..

d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
d3ddevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);

You need that to transfer the alpha to the end of the texture cascade, otherwise the alpha will just get lost.
For some reason there is no blending happening at all they just overrite each other even if im just plotting grass its either drawing all or nothing. So my guess if im missing something that im too stupid to see

if any one want the code for the engine i can email it its only 300k with the 4 textures it needs
bump

This topic is closed to new replies.

Advertisement