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risingdragon3

Combining streams / vertex shaders (D3D8)

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According to the D3D8 doc''s, the normal FVF format setup will only use the first stream (0). So to combine 2 streams together, I have to create a vertex shader right? Any one know how to do this? I know I need to create a declaration, but do I need actual function code? ''Cos I''m only trying to combine the two. Thanks in advance ------------------------------ BCB DX Library - RAD C++ Game development for BCB

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You can create a NULL vertex shader. This will use the fixed function pipeline. So it will combine the streams as specified in the declaration, but use the traditional transformation and lighting path.

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So like this?
  
DWORD Handle;
DWORD Declaration[] = {
D3DVSD_STREAM( 0 ),
D3DVSD_REG( D3DVSDE_POSITION, D3DVSDT_FLOAT3 ),
D3DVSD_REG( D3DVSDE_NORMAL, D3DVSDT_FLOAT3 ),
D3DVSD_REG( D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2 ),
D3DVSD_END(),
D3DVSD_STREAM( 1 ),
D3DVSD_REG( D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR ),
D3DVSD_END()
};
Device->CreateVertexShader(Declaration,NULL,&Handle,0);
Device->SetVertexShader(Handle);
//... later on

Device->DeleteVertexShader(Handle);

I haven''t tried it, as this PC doesn''t have a compiler, but I think it should work. Of course, I''ll complain here if it doesn''t

------------------------------
BCB DX Library - RAD C++ Game development for BCB

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Ok, I tried it, it doesn''t work!
CreateVertexShader fails with the return code D3DERR_INVALIDCALL, or "The method call is invalid. For example, a method''s parameter may have an invalid value."
Any ideas?
It has to be the declaration, but I am doing that right, according to the doc''s. Oh yeah I tried to get rid of the middle D3DVSD_END(), but no effect.

------------------------------
BCB DX Library - RAD C++ Game development for BCB

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