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m_sprite->Begin(D3DXSPRITE_DONOTSAVESTATE);
m_sprite->End();
///后面用divce画一切正常
m_sprite->Begin(D3DXSPRITE_DONOTSAVESTATE);
m_sprite->end();
按照DX文档ID3DXSprite::Begin那块表格列出的状态,用device一条条设一遍
///后面用divce画一切正常
//注释掉m_sprite
//m_sprite->Begin(D3DXSPRITE_DONOTSAVESTATE);
//m_sprite->end();
按照DX文档ID3DXSprite::Begin那块表格列出的状态,用device一条条设一遍
///后面用divce画全不正常
HRESULT hr = m_sprite->Begin(D3DXSPRITE_DONOTSAVESTATE);
m_sprite->End();
//之后我只用device,画任何东西都正常
m_device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
m_device->SetRenderState(D3DRS_ALPHAREF, 0x00);
m_device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
m_device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
m_device->SetRenderState(D3DRS_CLIPPING, TRUE);
m_device->SetRenderState(D3DRS_CLIPPLANEENABLE, FALSE);
m_device->SetRenderState(D3DRS_COLORWRITEENABLE,
D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
m_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_device->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
m_device->SetRenderState(D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
m_device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
m_device->SetRenderState(D3DRS_FOGENABLE, FALSE);
m_device->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
m_device->SetRenderState(D3DRS_LIGHTING, FALSE);
m_device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
m_device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
m_device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
m_device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
m_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE);
m_device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
m_device->SetRenderState(D3DRS_VERTEXBLEND, FALSE);
m_device->SetRenderState(D3DRS_WRAP0, 0);
m_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
m_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
m_device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
m_device->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, 0);
m_device->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
m_device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
Fixed-Function Lighting States
Ambient Color D3DCOLOR_ARGB(0x00,0x00,0x00,0x00)
Color Vertex Enable True
Lighting Enable True
Local Viewer True
Normalize Normals False
Material Ambient Source D3DMCS_MATERIAL
Material Diffuse Source D3DMCS_COLOR1
Material Specular Source D3DMCS_COLOR2
Material Emissive Source D3DMCS_MATERIAL
Material
Diffuse ARGB(0.0, 0.0, 0.0, 0.0)
Ambient ARGB(0.0, 0.0, 0.0, 0.0)
Specular ARGB(0.0, 0.0, 0.0, 0.0)
Emissive ARGB(0.0, 0.0, 0.0, 0.0)
Power 0.000
Fixed-Function Lights
Index Enabled Type Ambient Diffuse Specular Position Direction Range Falloff Attenuation Theta Phi
Fixed-Function Transformation States
Indexed Vertex Blend Enable False
Vertex Blend Mode D3DVBF_DISABLE
Tween Factor 0.000