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OpenGL Some transformation Between Direct3D and OPENGL.

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HI,I am referencing a terrain example written by OPENGL.The following is some fragment of code... ...................... glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_txt.GetTxtID()); //Activate the second texture ID and bind the fog texture to it glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); //Here we turn on the COMBINE properties and increase our RGB //gamma for the detail texture. 2 seems to work just right. glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); //Bind the detail texture glBindTexture(GL_TEXTURE_2D, m_cTxtDetail.GetTxtID()); # I know these code set the terrain texture,but I don't know which Direct3d interface could realize the following effect? " glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); " who can tell me? ============================================== The following is about texture coordinate transformation, which is written by OPENGL. //Now we want to enter the texture matrix. This will allow us //to change the tiling of the detail texture. glMatrixMode(GL_TEXTURE); //Reset the current matrix and apply our chosen scale value glLoadIdentity(); glScalef((float)32, (float)32, 32); I rewrote in Direct3D,Is it right?It does not work. // D3DXMATRIX matTexture; D3DXMatrixIdentity( &matTexture ); matTexture._11 = 32.0f; matTexture._22 = 32.0f; matTexture._33 = 32.0f; pD3DDevice->SetTransform( D3DTS_TEXTURE0, &matTexture ); Thanks!

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