Posted: Tue Aug 27, 2002 9:51 pm
Restored from previous forum. Originally posted by chr1sb.
Hi all,
me again - still struggling to understand the Sprite3DBlendingMode() function properly.
I want to use additive blending in my program for special effects, by using Sprite3DBlendingMode(0,7) (or maybe it should be (7,0) or (7,7)? I don't know which is the 'correct' way because they all have the same effect on my GeForce3)
But when I test my program on my old PC with Voodoo3 graphics the 3D sprites which are supposed to be blended are drawn as solid black - I guess this is because the the D3DTOP_ADD texture-blending operation is not supported.
So, what I'd like to do is check if D3DTOP_ADD texture-blending is supported - presumably by somehow calling the Direct3D GetDeviceCaps function.
Is this possible to do in PB? Or maybe I'm just not using the Sprite3DBlendingMode() function correctly?
Any help relating to the Sprite3DBlendingMode() function will be appreciated.
chr1sb
Hi all,
me again - still struggling to understand the Sprite3DBlendingMode() function properly.
I want to use additive blending in my program for special effects, by using Sprite3DBlendingMode(0,7) (or maybe it should be (7,0) or (7,7)? I don't know which is the 'correct' way because they all have the same effect on my GeForce3)
But when I test my program on my old PC with Voodoo3 graphics the 3D sprites which are supposed to be blended are drawn as solid black - I guess this is because the the D3DTOP_ADD texture-blending operation is not supported.
So, what I'd like to do is check if D3DTOP_ADD texture-blending is supported - presumably by somehow calling the Direct3D GetDeviceCaps function.
Is this possible to do in PB? Or maybe I'm just not using the Sprite3DBlendingMode() function correctly?
Any help relating to the Sprite3DBlendingMode() function will be appreciated.
chr1sb