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cbx |
Posted - Apr 10 2003 : 12:12:33 PM The D3D9 managed "How to" docs has a "Blend a texture with vertex color" example. But, what I think many people want is to apply a texture to there mesh and use the vertex color for setting the ammount of transparency. I am posting this because from the fourm posts that I have read, many people are having trouble doing this.
1: To do this make sure you load your texture with a color key. For example ...
Public Function Add(ByVal Dev As Direct3D.Device, _ ByVal Filename As String, ByVal ColorKey As Color) As Integer Dim Tex As Direct3D.Texture
Tex = Direct3D.TextureLoader.FromFile(Dev, Filename, _ 0, 0, 1, 0, Direct3D.Format.Unknown, _ Direct3D.Pool.Managed, Direct3D.Filter.Linear, _ Direct3D.Filter.Linear, ColorKey.ToArgb)
Return Add(Tex) End Function
2: Then spesify these texture states when you render your verts ...
' Blend a Texture with Vertex Color .TextureState(0).ColorOperation = _ Direct3D.TextureOperation.Modulate TextureState(0).ColorArgument1 = _ Direct3D.TextureArgument.TextureColor .TextureState(0).ColorArgument2 = _ Direct3D.TextureArgument.Diffuse .TextureState(0).AlphaOperation = _ Direct3D.TextureOperation.Modulate
... These are the same texture states that you find in the how to example but with one difference. The last line of code ...
.TextureState(0).AlphaOperation = _ Direct3D.TextureOperation.Modulate
... specifies modulate instead of disable. |
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VBGamer |
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