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VBBR
Moderator

Brazil
617 Posts

Posted - May 05 2004 :  10:45:49 AM  Show Profile  Reply with Quote
The position of the "A" .

Well, pratically it's, if the function comes in the order ARGB then you put it in the order, Alpha, Red, Green, Blue. If it's RGBA then you put it Red, Green, Blue, Alpha. Pretty obvious.


Whatever. Who knows...
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EACam
Warrior

154 Posts

Posted - May 05 2004 :  10:59:36 AM  Show Profile  Reply with Quote
Ok, so it doesn't matter which i use? If i have Color As Long then I can just say Color = D3DColorRGBA(R, G, B, A) or Color = D3DColorARGB(A, R, G, B) and both will work? Cool.
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Eric Coleman
Gladiator

USA
811 Posts

Posted - May 05 2004 :  11:12:00 AM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
Actually, the byte order is different, and I think you need to make sure that the byte order of the colors you use is the same as the surface that you're using them on.
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VBBR
Moderator

Brazil
617 Posts

Posted - May 05 2004 :  1:07:24 PM  Show Profile  Reply with Quote
...since a Long is 4 bytes, then the bytes would be A R G B in this order, or R G B A, in this order.

It really depends on WHAT you are applying the color on.

Whatever. Who knows...
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EACam
Warrior

154 Posts

Posted - May 05 2004 :  3:48:54 PM  Show Profile  Reply with Quote
ok...

now i have another thing to worry about.

i spose trial and error is the key.
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sdw
Warrior

USA
160 Posts

Posted - May 05 2004 :  8:12:27 PM  Show Profile  Visit sdw's Homepage  Click to see sdw's MSN Messenger address  Reply with Quote
there really isn't a lot of info about this on the net :\

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sdw
Warrior

USA
160 Posts

Posted - Jul 06 2004 :  10:54:16 AM  Show Profile  Visit sdw's Homepage  Click to see sdw's MSN Messenger address  Reply with Quote
quote:
I'm sorry, my engine was designed in directx 8, and I used the specular to brighten the colors...

Ok, how do I do that then?
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sdw
Warrior

USA
160 Posts

Posted - Jul 06 2004 :  11:40:23 AM  Show Profile  Visit sdw's Homepage  Click to see sdw's MSN Messenger address  Reply with Quote
Nevermind, I guess it helps to enable the specular.
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