Sr. Guapo
Swordmaster
USA
272 Posts |
Posted - Jun 01 2004 : 10:05:09 AM
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Hello again...
OK, I am currently designing a game based in outer space. I found it neccesary to create a particle system to represent the stars... However, when I render the stars, they are alway a light blue color, as opposed to white. I discovered this was because the previous object I rendered had a blue material. My question is, how do you "unset" a material, because I cannot for the life of me figure it out.
PS - I have also tried creating a white material, but I get errors when I do that... |
Edited by - Sr. Guapo on Jun 01 2004 11:41:51 AM
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ardman
Squire
15 Posts |
Posted - Jun 01 2004 : 10:29:17 AM
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Can you not post the code of when you're rendering the objects?
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Cheers! :) |
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Sr. Guapo
Swordmaster
USA
272 Posts |
Posted - Jun 01 2004 : 10:59:36 AM
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Sure
D3DDevice.BeginScene D3DDevice.SetVertexShader FVF_PARTICLEVERTEX D3DDevice.SetRenderState D3DRS_ALPHABLENDENABLE, 1 D3DDevice.SetRenderState D3DRS_ZWRITEENABLE, 0 D3DDevice.SetTexture 0, StarTexture D3DDevice.SetTransform D3DTS_WORLD, matStars D3DDevice.DrawPrimitiveUP D3DPT_POINTLIST, NumOfStars, _ StarVertexList(0), Len(StarVertexList(0)) D3DDevice.SetRenderState D3DRS_ZWRITEENABLE, 1 D3DDevice.SetRenderState D3DRS_LIGHTING, True D3DDevice.SetTransform D3DTS_WORLD, matShip For I = 0 To nMaterials - 1 D3DDevice.SetMaterial MeshMaterials(I) D3DDevice.SetTexture 0, MeshTextures(I) Mesh.DrawSubset I Next I D3DDevice.SetTransform D3DTS_WORLD, matWorld ...
Hope that helps... |
Edited by - Sr. Guapo on Jun 01 2004 11:02:46 AM |
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VBBR
Moderator
Brazil
617 Posts |
Posted - Jun 01 2004 : 11:14:19 AM
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What's the code for creating the white material? |
Whatever. Who knows... |
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Sr. Guapo
Swordmaster
USA
272 Posts |
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Sr. Guapo
Swordmaster
USA
272 Posts |
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masterbooda
Swordmaster
277 Posts |
Posted - Jun 01 2004 : 7:27:44 PM
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Have you tried D3DColorARGB(Alpha, Red, Green, Blue)... this is what I use to set up colors in DirectX8, it has worked in every situation I've run in to... but there are exceptions..
DaBooda out...
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DaBooda Team is back: http://dabooda.789mb.com/ |
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masterbooda
Swordmaster
277 Posts |
Posted - Jun 01 2004 : 7:30:19 PM
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One more thing, did anybody else get that error when entering vbgamer, I have noticed that it stopped when I wrote this last comment, I am wondering if the code snippets are causing that, because all the forum posts have those little tooltips... maybe it was just me...
DaBooda Out... |
DaBooda Team is back: http://dabooda.789mb.com/ |
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VBBR
Moderator
Brazil
617 Posts |
Posted - Jun 01 2004 : 8:11:16 PM
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Hum... what error? |
Whatever. Who knows... |
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VBBR
Moderator
Brazil
617 Posts |
Posted - Jun 01 2004 : 8:14:04 PM
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Oh found it. You need to pass a "D3DCOLORVALUE" type. So define a variable of this type and define the a,r,g,b components separately. |
Whatever. Who knows... |
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Sr. Guapo
Swordmaster
USA
272 Posts |
Posted - Jun 01 2004 : 8:21:32 PM
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I am getting the error too... It is getting really annoying... "Unterminated String Constant, do you wish to debug?" or something. I hate VS .NET, every time I hit an error on a page, it has to ask if I want to debug it...
Back to the topic: When VB gives me the error, it actually highlights the "ambient" (or whatever) parameter. I just don't think you are allowed to directly set the value.
I implemented a *VERY* low tech solution... I made another material (completely white) when I made the object (in Milkshape3D), then, through trial and error, found its index and set that immediatly before rendering the stars. It seems to work, though nobody else could understand the code... |
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Sr. Guapo
Swordmaster
USA
272 Posts |
Posted - Jun 01 2004 : 8:28:46 PM
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OK, just saw your second comment VBBR... yup, I think that did it... thanks |
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