testt

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About testt

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  1. [Dx8] Texture & Blending

    I see, it's simple when it's explained like this [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img] In fact, I thought the utilisation of D3DTA_ALPHAREPLICATE didn't allow me to use vertex color but rather SRCBLEND=D3DBLEND_ONE. If (for example) I want to change only the alpha of the texture, can I use a another method that modulate the AlphaOp ? I thought to use D3DTA_TFACTOR (or D3DTOP_BLENDFACTORALPHA) with D3DRS_TEXTUREFACTOR like this : [source lang="vb"] D3DDevice8.SetRenderState D3DRS_TEXTUREFACTOR, D3DColorRGBA(255, 255, 255, 100) ' Alpha = 100 for example. D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE Or D3DTA_TFACTOR D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT[/source] But the operation seem to work with the black transparent texture. Edit : Finally I'll see it later, this is not essential for my project, my biggest problem is already solved and I thank you again for that.
  2. [Dx8] Texture & Blending

    I don't understand why I used D3DRS_DESTBLEND=D3DBLEND_ONE to rendering the texture and I don't tried D3DRS_SRCBLEND=D3DBLEND_ONE.. It's so obvious now that I look stupid [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] Thank you very much for all your help, I'd probably still to find the problem. I haven't yet understood all the logics of blending color for the moment but it will come, I already understood the logic that you tried to explain me [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img] If that doesn't bother you I keep your code in C++, I think this is a good example for me when I will turn to this language. However, I have a last question because it's the only thing I didn't quite understand. The D3DTA_ALPHAREPLICATE doesn't allow to use vertex color because he take the informations only in the texture ?
  3. [Dx8] Texture & Blending

    Sure, and finally the problem with blending of two colors isn't resolved. I add a new circles to show the problem when a rendering the texture with : D3DRS_DESTBLEND=D3DBLEND_ONE In fact, there is perhaps only one problem and he isn't necessarely to rendering the texture with D3DBLEND_ONE in destblend. I updated the sources in the original link, or [url="https://ssl10.ovh.net/~puissancr/sources/superposition.rar"]download here[/url] the edited sources.
  4. [Dx8] Texture & Blending

    Hi and sorry for my absence (I had some problems with my pc). This blending stage seem to work with the RGB blending, but the Alpha stay problematic. See [url="http://hpics.li/bbb8eb3"]here[/url]. There are two problems, the alpha is too low and the blending of two color is incorrect [u]when one of two isn't opaque[/u] (In fact, in the situation the opaque color became transparent). I understood what you want to do but I'm not sure that the stage 1 is useful here (The ColorOp in the stage 1 is disable by default, so in this situation is ineffective, no ?). Edit : The problem with blending of two colors has been resolved, there remains the problem of alpha too low.. See [url="http://hpics.li/130ab20"]here[/url].
  5. [Dx8] Texture & Blending

    Yes, I know it's possible, but I don't understand exactly how Shilbert told me to do that. Use the same texture in 2 stages to separate opaque pixel and transparent pixel (with a different blending operation for each) or 2 textures in 2 stages for blending between them ?
  6. [Dx8] Texture & Blending

    I see, but when you add second color stage, you use a different texture (example : stage0 for 1.png and stage1 for 2.png) or is the same texture ? I don't want to modify the texture because I'll use several times (many textures and sometimes the same texture), I think it's problematic and longer to load after. It's even why I create a texture to preload all once. Also, I already found the guy who propose a librarie for dx9 in vb6, but it's incomplete (For example, I use CreateTextureFromFileInMemoryEx and he isn't added). If I don't found solution for this, I migrate probably to vb.net (It's my last solution).
  7. [Dx8] Texture & Blending

    Yes, I thought to use D3DRS_SEPARATEALPHABLENDENABLE but D3D8 don't support this. I've searched a alternative to this but I don't find solution.
  8. Hi all, (and sorry if my english is bad). I develop a game in Vb6 with directx8, now I'm stuck on a problem and I don't know if it's correctable. To explain my problem, I create textures in format A8R8G8B8 (32bits) and filled this with preloaded textures (png). The problem is that the generated texture doesn't display a correct rendering. For example, if I draw something with transparent pixels, DirectX blending what I draw with the background color (transparent black) and so the texture rendered is darker than it should be. I can't desactivate alphablending. So I tried different operation of blending (also srcblend and destblend) and I haven't found solutions.. You can download [url="https://ssl10.ovh.net/~puissancr/sources/superposition.rar"]here[/url] the source who reproduce my problem and see [url="http://hpics.li/6cea083"]here[/url] an image of the problem. Thank for any help. Edit : You can see [url="http://www.xtremevbtalk.com/showthread.php?t=266159"]here[/url] exactly le same problem, but he hasn't found a real solution.