Re: problem in texturing with direct3d mobile



[Please do not mail me a copy of your followup]

karthik.rangaswamy@xxxxxxxxx spake the secret code
<1156480263.359537.257990@xxxxxxxxxxxxxxxxxxxxxxxxxxxx> thusly:

Well, this is what I've written for setting texture stage state:

g_pd3dmDevice->SetTexture( 0, g_pCarLRT );
g_pd3dmDevice->SetTextureStageState( 0, D3DMTSS_COLOROP,
D3DMTOP_MODULATE );
g_pd3dmDevice->SetTextureStageState( 0, D3DMTSS_COLORARG1,
D3DMTA_TEXTURE );
g_pd3dmDevice->SetTextureStageState( 0, D3DMTSS_COLORARG2,
D3DMTA_DIFFUSE );
g_pd3dmDevice->SetTextureStageState( 0, D3DMTSS_ALPHAOP,
D3DMTOP_DISABLE );

Unfortunately I dont understand any of this. I just took it from the
sample code provided with the WinMobile PocketPC SDK.

Oh... well, you're going to be attempting to shoot a gnat in the dark
if you don't understand that code. Try reading through the chapters
of my book (see URL in my signature below) until the above code makes
sense. The chapters are intended to be read in order, but you can
skip around of course.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>
Pilgrimage 2006, Saturday September 23rd: <http://pilgrimage.scene.org>
North America's Longest Running Demoparty
.



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