RE: Direct3D 8.0 texture stage states

"Carsten Orthbandt" <[email protected]>
Newsgroups gmane.games.devel.windows
Message-ID <[email protected]>
This might be obvious, but you _are_ setting up three stages
for color _and_ alpha operations, right?
It might also be helpful to not only disable stage 3 but to
do it all the way up to stage 8. Just in case...

Carsten Orthbandt
Founder + Development Director
SEK SpieleEntwicklungsKombinat GmbH
http://www.sek-ost.de

Wenn ich Visionen habe, gehe ich zum Arzt. - Helmut Schmidt
 

> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On 
> Behalf Of Jon Watte
> Sent: Wednesday, March 03, 2004 3:19 AM
> To: [email protected]
> Subject: [GD-Windows] Direct3D 8.0 texture stage states
> 
> 
> 
> We're porting an OpenGL renderer to Direct3D 8.0.
> 
> The documentation in concordance with the device caps for a 
> GeForce2 claim
> that you can configure up to 8 texture stage states, but you 
> can only bind
> two textures. We have a specific texturing set-up that in 
> OpenGL looks like
> this:
> 
> Texture0 \
>           LERP \
> Texture1 /      MODULATE -> done
>        Diffuse /
> 
> This uses 2 texture environments on OpenGL, but it appears 
> that DirectX 8
> for fixed-function hardware cannot route two textures to one 
> texture stage
> state. Thus, we want to use three stage states, in the following
> configuration:
> 
> Texture0 \
>           SELECT1 \
>                    LERP \
>          Texture1 /      MODULATE -> done
>                 Diffuse /
> 
> We can get the first two stages to work fine, but as soon as 
> we turn on the
> third stage, the operations from the first two stages 
> disappear, and we get
> solid-white diffuse lit geometry. Note that we get that, even 
> if we choose
> SELECTARG1 for the operation for the third stage state (i e 
> stage state
> index 2).
> 
> We are disabling the stage state with index 3, just to make 
> sure that we've
> gotten nothing wrong. However, no matter what we do, we can't 
> make this
> work. We've tried both debug and release DirectX 9.0b runtime (can't
> downgrade on the development machines to try with 8.0 proper).
> 
> Right now, we're feeling pretty glum. Any ideas?
> 
> Cheers,
> 
> 			/ h+
> 
> 
> 
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