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About Mariusmssj2

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  1. Mariusmssj2

    Dx11 Multiple BlendStates

    Thank you is there anything you don't know?
  2. Mariusmssj2

    Dx11 Multiple BlendStates

    One more questions guys if you don't mind, where to find a good tutorial or some material on how to create a sky box in DX11? Thanks
  3. Mariusmssj2

    Dx11 Multiple BlendStates

    <p> well i begun doing Dx11 last week but it does make sense and I shall try to do it now, thanks for the advice [edit]You have my kindest thanks sir, as it worked like a charm Thank you
  4. Mariusmssj2

    Dx11 Multiple BlendStates

    Hey Dawoodoz, I think I am doing the whole RenderTarget[0] RenderTarget[1] thing wrong. I really can't find how to apply different blending states to different shaders
  5. <p>Hey guys, I am trying to have a particle shader and fire shader working together in a scene but they each work only with one state: For Particles to render well I use this : // Create an alpha enabled blend state description. blendStateDescription.RenderTarget[0].BlendEnable = TRUE; blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f; and for fire I use this: // Create an alpha enabled blend state for fire shader blendStateDescription.RenderTarget[1].BlendEnable = TRUE; blendStateDescription.RenderTarget[1].SrcBlend = D3D11_BLEND_SRC_ALPHA; blendStateDescription.RenderTarget[1].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blendStateDescription.RenderTarget[1].BlendOp = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[1].SrcBlendAlpha = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[1].DestBlendAlpha = D3D11_BLEND_ZERO; blendStateDescription.RenderTarget[1].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[1].RenderTargetWriteMask = 0x0f; But I got no idea how assign one to particle shader and other one to fire shader This is the outcome: Thanks in advance
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