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textures

Started by giugio Feb 13, 2009 at 2:24 PM 2 replies 700+ views
Original Post
giugio
giugio
Hy. I see thath the material can have more than a color : an ambient color , a reflective color , a specular color and so one. But in my importer from collada the texture is under the ambient or the reflective section , instead that the color. Thaen the question is this :can a submesh have a texture for the ambient and a texture for the reflective ? Thanks.
giugio
giugio
and how set the device texture type?
i see only a
Device->SetTexture(par1,texture);

how i set a specular texture and how i set a reflective texture?

thanks.
legalize
legalize
The device model doesn't have any concept of "diffuse texture" or "specular texture", it just models textures associated with the device. Its up to you to configure the fixed-function pipeline, or a pixel shader, that defines how the textures are used to compute the source pixels that are sent to the frame buffer for writing into the render target.

See Chapter 11. Basic Texturing from my book The Direct3D Graphics Pipeline for details on how to configure the fixed-function texture cascade in the pipeline.
giugio
giugio
then is impossible to use basic function of the directx for set two texture?
There is some of already ready?

THanks

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