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<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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