As much as I love to build with blocks (trust me, I hate building levels from models), in this scenario, I'm going to have to use models. The route I plan on taking will require me to use a different shader on the level, which is too slow with blocks.
I don't remember the exact method of applying this to blocks, but here's an idea:
Save thses lines into an FX file, ex: none.fx
Code:
technique whatever
{
pass p1
{
AlphaBlendEnable = true;
srcBlend = zero;
destBlend = one;
}
}
then, run this line of code in your main function:
Code:
Function Main()
{
effect_load(mat_flat, "none.fx");
...
}
Without the manual, I'm not sure if my syntax/keywords are correct. I they are though, then this will apply the "invisible" material to all blocks with flat shading...