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directx theory question

Started by killan May 31, 2006 at 4:18 PM 3 replies 600+ views
Original Post
killan
killan
hi, i search a full explanation, help, documentations or some references about this kind of properties, how to use it goodly and when, etc .TextureState[0].ColorOperation = TextureOperation.SelectArg1; .TextureState[0].ColorArgument0 = TextureArgument.TextureColor; .TextureState[0].AlphaArgument1 .TextureState[1] .... thanks Killan
Killan - www.daaboo.net
griffin2000
griffin2000
The texture stage states you describe are the "old way" of assign colors based on textures, vertex colors, etc. They are a based on the "fixed function" pipeline (which is going away in DX10). The more flexbile "modern" way is to use shaders to program exactly how your geometry is rendered:

http://www.neatware.com/lbstudio/web/hlsl.html
DXnut
DXnut
Actually, the commands for alpha blending are used in both the FFP and shaders. You can do them in your program or, if you are using he effects framework, you can set them in the effect file where you define the passes for your techniques.
--------------------------Most of what I know came from Frank D. Luna's DirectX books
killan
killan
here my question is only to have information like (http://www.toymaker.info/Games/html/texture_states.html)

i'm not talk about sharder

thanks
Killan - www.daaboo.net

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