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Comments:
<0> MFCTex was a program that let you play around with the texture arguments to visually find what you want <1> hr = m_pD3DDev->SetTextureStageState(0, D3DTSS_CONSTANT, 0xDFFFFFFF); <1> and that was supposed to be the first line <1> oh <1> well that's ****ing handy <1> where is that? Toolkit?
<0> in the ether <1> got it. <0> :O <0> find it on the webs? <1> no, I mean "I understand I have to go look for it" :) <0> oh, ok <0> it was in the older sdks <0> I have it somewhere <1> and you're saying that would spit out a series of texture stage state calls that represent the currently displayed poly <1> in the util? <1> that sounds incredibly handy. <0> yeah <0> gave you the codes <0> it was the bomb <1> wow <0> it's like the EffectEdit of the past <1> I'm still a huge, huge newbie at this. I don't do game programming; this is mostly for video and UI <1> oh, it's a sample <1> you just compile it <1> hang on <1> you're right, they did take it out <1> huh.
<0> http://www.xs4all.nl/~m2mxs/MFCTex.zip <1> this is my dev system, and I tend not to trust unknown EXEs on it <1> let me see if I can build it myself from MS or something <0> it's source <1> wow, a dsw <1> how quaint <0> not compiling for me <1> yeah, it's expecting d3dapp.h <1> wonder what that is. <0> the old dx common files <1> well, let me see if I can just do this the old fashioned way <1> see if I get this basically right: <1> need to add d3dfvf_diffuse <1> then set the right values on the vectors <1> and then just use d3dta_diffuse for the alpha op. <1> Is that generally it? <0> yeah <1> that doesn't sound so bad. <1> bleh, the hardest part of this is going to be adding the diffuse component to all of my goddamn manually defined vector arrays <1> I don't suppose you can change FVF mid-scene, can you? :) <1> Just kidding, don't answer that. <0> lawl <0> ftp://zphreak.kicks-***.net/MFCTex.zip <0> I knew I had the old SDK lying around <0> includes 3 textures with it
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