Hi folks!
Dunno why, but this list regrets my subscriptionrequests. Anyway, lets see if this gets through...
Im currently working a bit on the d3d8 dll (i know there are currently heavy changes made, just creating some new interfaces) and am now focusing on the d3drs_wrap[0-7] function. I have some problems understanding what it should do, from msdn:
[quote] D3DRS_WRAP0 [ie, its the same for wrap0 to 7] Texture-wrapping behavior for multiple sets of texture coordinates. Valid values for this render state can be any combination of the D3DWRAPCOORD_0 (or D3DWRAP_U), D3DWRAPCOORD_1 (or D3DWRAP_V), D3DWRAPCOORD_2 (or D3DWRAP_W), and D3DWRAPCOORD_3 flags. These cause the system to wrap in the direction of the first, second, third, and fourth dimensions, sometimes referred to as the s, t, r, and q directions, for a given texture. The default value for this render state is 0 (wrapping disabled in all directions). [/quote]
My current thoughts are to enable the GL_TEXTURE_WRAP_S, T and R functions by the value passed to it (ie for 2 enable the S and T wrappers), but i guess this isnt exactly what it should do. Any thoughts, ideas, guesses?
BTW, i havent found anything matching the D3DWRAPCOORD_3 flag (should be the 4th dimension). Is there something i can use for this?
Thx in advance Nikolas
On Thursday 21 October 2004 17:05, Devils Cry wrote:
Hi folks!
Dunno why, but this list regrets my subscriptionrequests. Anyway, lets see if this gets through...
Im currently working a bit on the d3d8 dll (i know there are currently heavy changes made, just creating some new interfaces) and am now focusing on the d3drs_wrap[0-7] function. I have some problems understanding what it should do, from msdn:
Good :) Feel free, we need help
[quote] D3DRS_WRAP0 [ie, its the same for wrap0 to 7] Texture-wrapping behavior for multiple sets of texture coordinates. Valid values for this render state can be any combination of the D3DWRAPCOORD_0 (or D3DWRAP_U), D3DWRAPCOORD_1 (or D3DWRAP_V), D3DWRAPCOORD_2 (or D3DWRAP_W), and D3DWRAPCOORD_3 flags. These cause the system to wrap in the direction of the first, second, third, and fourth dimensions, sometimes referred to as the s, t, r, and q directions, for a given texture. The default value for this render state is 0 (wrapping disabled in all directions). [/quote]
My current thoughts are to enable the GL_TEXTURE_WRAP_S, T and R functions by the value passed to it (ie for 2 enable the S and T wrappers), but i guess this isnt exactly what it should do. Any thoughts, ideas, guesses?
http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dx8_c/direc...
Hmm, i don't think it match exactly OpenGL WRAP specs but i haven't understand d3d wrapping specs, and i havent seen any game using it to test :(
BTW, i havent found anything matching the D3DWRAPCOORD_3 flag (should be the 4th dimension). Is there something i can use for this?
I think, it should be used for Cube Textures (used for "Env" Bump Mapping) (GL_TEXTURE_WRAP_Q ?)
Thx in advance Nikolas
Regards, Raphael