纹理融合的问题,求高手指正
想让下一层纹理加载的时候覆盖掉上一层的相应部分 但是执行以后下层纹理加载的时候覆盖面变成了单一颜色了 是不是融合的时候出问题了 代码如下
m_pDevice->SetTexture( 0, m_pTex ); // 0号纹理
m_pDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
m_pDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
m_pDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_DISABLE);
m_pDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
m_pDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
m_pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
if(m_bSel) //一号纹理确认加载
{
m_pDevice->SetTexture( 1, m_pLodTex); //1号纹理
m_pDevice->SetTextureStageState(1,D3DTSS_COLOROP,D3DTOP_SELECTARG2);
m_pDevice->SetTextureStageState(1,D3DTSS_COLORARG1,D3DTA_CURRENT);
m_pDevice->SetTextureStageState(1,D3DTSS_COLORARG2,D3DTA_TEXTURE);
m_pDevice->SetTextureStageState(1,D3DTSS_ALPHAOP,D3DTOP_DISABLE);
m_pDevice->SetSamplerState( 1, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
m_pDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
m_pDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 1 );
}