Original Post
SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_CURRENT ) tells it to use the current color of the incoming fragment for texture stage 0. What if I have a texture in slot 3 and I want to take the color (or alpha) from there instead (while in texture stage 0)? // Assuming texture unit 0 is active, this would be the code in OpenGL. ::glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE3 ); // I want to do this in DirectX, but there seems not to be an equivalent to GL_TEXTURE3. No shaders. Thank you, L. Spiro