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wiegje85

OpenGL [D3D9] Texture Stage Ordering

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Hi all, I'm busy with a university assignment, and we have to use the Fixed Function Pipeline (for shits 'n' giggles) of both DirectX and OpenGL to make a small graphics demo, showing we understand both APIs. All fun and all.. but now I have a small question: When doing bump mapping / specular mapping / emissive mapping / *mapping, does it matter in what order the stages are set? I've got this D3D9 example here that puts the bump map in stage 0, and the diffuse in stage 1. But from what I know, diffuse goes in stage 0 and then DirectX does magic with it all based on flags. Does it really matter, or does it just depend on what flags are set in a specific stage? Thanks in advance!

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