i assume its done right after the second pass starts..before you assign the constants... does anyone know how to use the d3d fixed function stuff? maybe thast how multiply the passes
i found some relevant d3d texture state code.. g_App.GetDevice()->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_ZERO); //blend factors g_App.GetDevice()->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_SRCCOLOR); but i dont know how the translates to gamestudio,.. Jcl? are you out there?
You can normally only use blending operations for multiple passes. However, by inverse blending with inverted textures you can also achieve effects that are not, but look like multiplication. For instance, lightmap rendering normally requires a multiplication, but the A4 engine used two-pass-blending with an inverted lightmap for the lightmap rendering on weak 3D cards.
Thnx mss, thats the syntax i needed.. for future refernce.. where do you guys figure out the way the translate the d3d texture state code to the gamestudio syntax..