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Using ambient light with bumpmapping (managed directX)

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Hi Iam using managed directX and want to do some bumpmapping. It looks fine so far but the problem is that ambient light is completely ignored so that the the side of my models which aren't facing the light is completely black: device.RenderState.Ambient = System.Drawing.Color.FromArgb(0x606060); int factor = VectorToRgba(Vector3.Normalize(viewV-planetV), 1.0f); device.RenderState.TextureFactor = factor; device.SetTexture(0, planet.BumpTexture); device.TextureState[0].TextureCoordinateIndex = 0; device.TextureState[0].ColorOperation = TextureOperation.DotProduct3; device.TextureState[0].ColorArgument1 = TextureArgument.Diffuse;//;TextureColor device.TextureState[0].ColorArgument2 = TextureArgument.TFactor; device.SetTexture(1, planet.Texture); device.TextureState[1].TextureCoordinateIndex = 0; device.TextureState[1].ColorOperation = TextureOperation.Modulate; device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor; device.TextureState[1].ColorArgument2 = TextureArgument.Current;

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