Directx9 ambient occlusion

Jeff Gooloolie <[email protected]> Tue, 9 Nov 2010 10:40:17 -0700
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
I am making a dx9 ao shader.
 
I have the ao greyscale image in a texture, and the rendered scene in the backbuffer.
 
What blendmodes (dx9 fixed function pipeline) would I need to multiply the ao texture against the backbuffer. 
 
something like this : backbuffer=backbuffer*aotexture
 
I currently have the following, but it is not blending with the backbuffer.
 
gRender->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
gRender->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
gRender->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR);
gRender->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
gRender->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
gRender->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
gRender->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG2 );
gRender->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );

Is it even possible to blend a texture with the existing backbuffer?
 
 
Thanks

------------------------------------------------------------------------------
The Next 800 Companies to Lead America's Growth: New Video Whitepaper
David G. Thomson, author of the best-selling book "Blueprint to a 
Billion" shares his insights and actions to help propel your 
business during the next growth cycle. Listen Now!
http://p.sf.net/sfu/SAP-dev2dev

_______________________________________________
GDAlgorithms-list mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list