Jump to content
  • Advertisement

Mariusmssj2

Member
  • Content Count

    5
  • Joined

  • Last visited

Community Reputation

100 Neutral

About Mariusmssj2

  • Rank
    Newbie
  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
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!