DxDevice.TextureState[1].ColorOperation = TextureOperation.SelectArg1;
DxDevice.TextureState[1].ColorArgument1 = TextureArgument.Constant;
DxDevice.TextureState[1].ConstantColor = Color.Blue;
When just applying this texture states to an object, the object is rendered with some serious trash-like colours...
See:
http://web48.isp4net.de/other/trash.jpg
When rendering the scene new, these colors move around in the object...and in the debug-mode of DX the program just crashs..
[MDX] Some serious results when applying texturestates to an object?
Did you disable stage 2? Stages must terminate with a disable op.
Did you set an alpha op for stage 1? It is invalid to specify only color or alpha on a stage. Both must be given.
Does your card support per stage constant? (D3DPMISCCAPS_PERSTAGECONSTANT)
I'm assuming there is a stage 0 set. What does it do, since you're overwriting it's color output in stage 1 anyway?
Did you set an alpha op for stage 1? It is invalid to specify only color or alpha on a stage. Both must be given.
Does your card support per stage constant? (D3DPMISCCAPS_PERSTAGECONSTANT)
I'm assuming there is a stage 0 set. What does it do, since you're overwriting it's color output in stage 1 anyway?
well, its just a test...the problem was that the doesn't support per-stage constants.....but how to just use a color then?
D3DRS_TEXTUREFACTOR
and
D3DTA_TFACTOR
Some older cards (RagePro -- ATI XPert98 and such) don't handle TFACTOR correctly.
It's much easier to just use a vertex shader. They can be software emulated on older cards and make it much easier.
and
D3DTA_TFACTOR
Some older cards (RagePro -- ATI XPert98 and such) don't handle TFACTOR correctly.
It's much easier to just use a vertex shader. They can be software emulated on older cards and make it much easier.
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