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