akuehn3000 Posted February 25, 2004 Posted February 25, 2004 I´m trying to use texture blending with the textures from the mfctex sample. With the following code the first texture gets just darkened instead of being illuminated like the lightmap. Does anyone has any idea what´s wrong? device.SetTexture(0,brickTexture); device.TextureState[0].ColorOperation = TextureOperation.SelectArg1; device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor; device.TextureState[0].AlphaOperation = TextureOperation.SelectArg1; device.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor; device.TextureState[0].ResultArgument = TextureArgument.Current; device.SetTexture(1,spotlightTexture); device.TextureState[1].ColorOperation = TextureOperation.Modulate; device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor; device.TextureState[1].ColorArgument2 = TextureArgument.Current; device.TextureState[1].AlphaOperation = TextureOperation.Disable; device.TextureState[1].ResultArgument = TextureArgument.Current; meshc.DrawSubset(0); Quote
akuehn3000 Posted February 26, 2004 Author Posted February 26, 2004 I finally found what the problem was. I forgot to set the texcoordindex for the second texture stage. With the following code the lightmapping works fine (the lightmap is the cone lightmap from the mfctex example). device.Clear(ClearFlags.Target | ClearFlags.ZBuffer,Color.Black,1.0f,0); device.BeginScene(); device.SetTexture(0,brickTexture); device.TextureState[0].ColorOperation = TextureOperation.SelectArg1; device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor; device.SetTexture(1,spotlightTexture); device.TextureState[1].TextureCoordinateIndex = 0; device.TextureState[1].ColorOperation = TextureOperation.Modulate; device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor; device.TextureState[1].ColorArgument2 = TextureArgument.Current; device.TextureState[2].ColorOperation = TextureOperation.Disable; meshc.DrawSubset(0); device.EndScene(); device.Present(); Quote
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