fix multitexture

This commit is contained in:
Chris Danford
2005-07-24 10:25:47 +00:00
parent a4a297ea90
commit 2f7644b044
+13 -11
View File
@@ -960,16 +960,16 @@ void RageDisplay_D3D::DrawCompiledGeometryInternal( const RageCompiledGeometry *
if( !bLighting )
{
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_TFACTOR );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
}
p->Draw( iMeshIndex );
if( !bLighting )
{
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
}
}
@@ -1034,11 +1034,14 @@ void RageDisplay_D3D::SetTextureModeModulate()
if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
return;
// Use D3DTA_CURRENT instead of diffuse so that multitexturing works
// properly. For stage 0, D3DTA_CURRENT is the diffuse color.
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
}
@@ -1048,10 +1051,10 @@ void RageDisplay_D3D::SetTextureModeGlow()
return;
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
}
@@ -1061,10 +1064,10 @@ void RageDisplay_D3D::SetTextureModeAdd()
return;
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_ADD );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_ADD );
}
@@ -1186,7 +1189,6 @@ void RageDisplay_D3D::SetMaterial(
c.r += emissive.r + ambient.r;
c.g += emissive.g + ambient.g;
c.b += emissive.b + ambient.b;
c.r = 1;
RageVColor c2 = c;
DWORD c3 = *(DWORD*)&c2;
g_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, c3 );