I have been screwing with this a little too. To see Pass p0 an p1 you will
need to look at the fixed-function multitex at my site/
The basic way I am adding a shadow map is this way, and it is happening
in Pass p2:
Pass p0
{
.... lay down the base skin
.... using tex[0]
}
Pass p1
{
.... Add a second texture using an alphamap
.... Using Texture 0,1
}
Pass p2
{
alphaop[0]=disable; // Frame buffer is filled, but no alphaops wanted
alphablendenable=true;
SRCBLEND=ZERO; // <<<<<<<<<<<<<
DESTBLEND=SRCCOLOR; // <<<<<<<<<<<<<
zenable=true;
zwriteenable=true;
ditherenable=true;
Texture[1] = <mtlSkin2>;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
TextureTransformFlags[1] = disable;
texcoordindex[1]=1;
}