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Alpha Texture Cords

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Hi Everyone! Does anyone have any advice on how to setup a texture where I can somehow roll the texture coordinates without effecting the alpha channel coordinates?? So that the textures alpha channel remains static but the actual texture is scrolling. Any advice would be greatly appreciated. Many Thanks David

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You can add a second texcoord to the vertex declaration. Use one for the 3-value color (which increments to scroll), the second for the alpha.

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How is that done?? If the Alpha is embedded into the texture how do I make that assigned to the second vertex declaration?

Thanks Again
David

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You'd have to use a pixel shader to do that, I believe. You'd sample the same texture at 2 different points and combine values for the output color. Unfortunately, I'm not very familiar with the fixed function pipeline (if that's what you're using), so I don't know if that can be used.

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