21 years, 5 months ago
Highlights
Really thinks for your reply.It was helpfull, i've solved my problem.
21 years, 5 months ago
21 years, 5 months ago
I'm trying to emulate the fixed function pipline like m_pd3dDevice->SetTextureStageState(TexStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); in a ver…
21 years, 5 months ago
I'm trying to emulate the fixed function pipline like m_pd3dDevice->SetTextureStageState(TexStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); in a ver…
21 years, 5 months ago
21 years, 5 months ago
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See all in DiscussionsReally thinks for your reply.It was helpfull, i've solved my problem.
21 years, 5 months ago
//my code//"m_pDC" is derived from the Direct3D device (var from my engine).m_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT); static D3DVIEWPORT8 viewport = { 0, 0, …
21 years, 5 months ago
try this:int TexStage=1; m_pd3dDevice->SetTexture(TexStage, m_pShadowBufferDepthTexture); //use linear filteringm_pd3dDevice->SetTextureStageState(TexStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); m_
21 years, 5 months ago