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rymoholiko

OpenGL Frame buffer(llike opengl) with alpha blending dx9

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Hi I'm trying to rewrite cloud system from opengl to dx9 http://www.gamedev.net/columns/hardcore/cloudrendering/ My problem is lightCloud() function. I don't know how to programm shading :) How it works in opengl? A white texture (cloud size) is created. Then particles (from those nearest sun to those farest) are placed on texture. Every particle shades a little bit the "white texture". After placing particle we count it's new color (particle color+color of background) and remember it in particle structure. In this way we have a "ray tracing". Any idea how to do this kind of texture with multiblending...where i would be able to place every texture of particle..in special place..and than read the color? Dx9 with hlsl would be nice :) Thx for help

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I don't think you need HLSL for this.

If you haven't had much D3D experience, I'd suggest doing this in small stages, learning one technique at a time, such as drawing the particles (using an ID3DXSprite or point sprites or quads), alpha blending, and reading the back buffer data (using GetRenderTargetData).

Once you have everything working, you should probably be able to speed it up using shaders. That may be a good time to learn HLSL.

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