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                | cbx | Posted - Apr 10 2003 : 12:12:33 PM The D3D9 managed "How to" docs has a "Blend a texture with vertex color" example. But, what I think many people want is to apply a texture to there mesh and use the vertex color for setting the ammount of transparency. I am posting this because from the fourm posts that I have read, many people are having trouble doing this.
 
 
 1: To do this make sure you load your texture with a color key. For example ...
 
 Public Function Add(ByVal Dev As Direct3D.Device, _
 ByVal Filename As String, ByVal ColorKey As Color) As Integer
 Dim Tex As Direct3D.Texture
 
 Tex = Direct3D.TextureLoader.FromFile(Dev, Filename, _
 0, 0, 1, 0, Direct3D.Format.Unknown, _
 Direct3D.Pool.Managed, Direct3D.Filter.Linear, _
 Direct3D.Filter.Linear, ColorKey.ToArgb)
 
 Return Add(Tex)
 End Function
 
 
 2: Then spesify these texture states when you render your verts ...
 
 ' Blend a Texture with Vertex Color
 .TextureState(0).ColorOperation = _
 Direct3D.TextureOperation.Modulate
 TextureState(0).ColorArgument1 = _
 Direct3D.TextureArgument.TextureColor
 .TextureState(0).ColorArgument2 = _
 Direct3D.TextureArgument.Diffuse
 .TextureState(0).AlphaOperation = _
 Direct3D.TextureOperation.Modulate
 
 ... These are the same texture states that you find in the how to example but with one difference. The last line of code ...
 
 .TextureState(0).AlphaOperation = _
 Direct3D.TextureOperation.Modulate
 
 ... specifies modulate instead of disable.
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