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Blending in the fixed-function pipe

Started by Scoob Droolins Mar 17, 2005 at 3:53 PM 1 replies 750+ views
Original Post
Scoob Droolins
Scoob Droolins
A typical older video card will show these caps: MaxTextureBlendStages = 8, MaxSimultaneousTextures = 2. So, can I do the following DX7 blend in one pass, which is (Tex1 + Tex2) * Diffuse: Stage0: ColorOp=SelectArg1, ColorArg1=Texture Stage1: ColorOp=Add, ColorArg1=Texture, ColorArg2=Current Stage2: ColorOp=Modulate, ColorArg1=Diffuse, ColorArg2=Current Using 3 stages, but only the first two contain bound textures. Just wondering if I'm interpreting the SDK docs correctly? Thanks for any info.
jollyjeffers
jollyjeffers
Your best bet is to try it and see [smile]

But, and its been a while, if I remember correctly, then the MaxSimultaneousTextures field (being 2) means it'll only use the stage-0 and stage-1 fields of IDirect3DDevice9::SetTexture( ), which directly map to your texture stage states #0 and #1. Thus, no, you cant.

As I said, its been a while - so I could be wrong.
Jack
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Muhammad Haggag
Muhammad Haggag
I believe it could work - you only have 2 bound textures on 2 stages. Theoretically, you can use the remaining 6 stages for whatever you want. Practically, old cards have a fixed blending equation that they try to map your TSS to. Usually they can't - they only support using the 8 stages in very special cases.

EDIT: In short, try it and see [smile]

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