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directx theory question

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hi, i search a full explanation, help, documentations or some references about this kind of properties, how to use it goodly and when, etc .TextureState[0].ColorOperation = TextureOperation.SelectArg1; .TextureState[0].ColorArgument0 = TextureArgument.TextureColor; .TextureState[0].AlphaArgument1 .TextureState[1] .... thanks Killan

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Guest Anonymous Poster
See:

http://www.toymaker.info/Games/html/texture_states.html

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The texture stage states you describe are the "old way" of assign colors based on textures, vertex colors, etc. They are a based on the "fixed function" pipeline (which is going away in DX10). The more flexbile "modern" way is to use shaders to program exactly how your geometry is rendered:

http://www.neatware.com/lbstudio/web/hlsl.html

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Actually, the commands for alpha blending are used in both the FFP and shaders. You can do them in your program or, if you are using he effects framework, you can set them in the effect file where you define the passes for your techniques.

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here my question is only to have information like (http://www.toymaker.info/Games/html/texture_states.html)

i'm not talk about sharder

thanks

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