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Pan Kessel

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  1. First i created a mesh, then i fill it with the vertices. Here is the call setting the diffuse color: //map is my hightmap int color = map.Data[x,y]*5; if(color > 255) color = 255; vertices[index].Color = Color.FromArgb(255,color,color,color).ToArgb(); After setting the indices and opimizing it, i draw it: int numSubSets = _mesh.AttributeTable.Length; device.SetTexture(0, _surface); //Start device.TextureState[0].ColorOperation = TextureOperation.AddSinged; device.TextureState[0].ColorArgument0 = TextureArgument.TextureColor; device.TextureState[0].ColorArgument1 = TextureArgument.Diffuse; device.TextureState[0].AlphaOperation = TextureOperation.Disable; //End for(int i=0;i<numSubSets;i++) { _mesh.DrawSubset(i); } If i comment the lines between start and end my programm works fine. If not everything is grey, as i descriped above. Even if i select SelectArg1 as Operation i get a grey result.
  2. Tutorial There is a nice tutorial at www.32bits.co.uk(but it is in c++)containing a detailed description of algorithm to create a terrain. For me as a absolute beginner it was a great help. Pan
  3. Hi all, i have programmed a little terrain engine. I tried to improve the look of the terrain by selecting the height values as diffuse colors of the vertices(i am using CustomVertex.PositionColoredTextured). Now i want to do sth like this: device.TextureState[0].ColorOperation = TextureOperation.AddSinged; device.TextureState[0].ColorArgument0 = TextureArgument.TextureColor; device.TextureState[0].ColorArgument1 = TextureArgument.Diffuse; device.TextureState[0].AlphaOperation = TextureOperation.Disable; But the result is a surface containing just grey colors. Even if i select TextureOperation.SelectArg1 i just get these colors. Please help! Pan :eek:
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