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  Contents

 Preface
 Texture Replaces
 Light

 Tecture Operation
 Unit

 Dark Mapping
 Alpha Operations

 Source code
 Printable version

 


  The Series

 The Basics
 First Steps to
 Animation

 Multitexturing
 Building Worlds
 With X Files


 

Preface

One of the most interesting features introduced to Direct3D in DirectX 6 was multiple texturing.

In previous versions of DirectX, the texture mapping phase of the Direct3D pixel pipeline had only involved fetching texels from a single texture. DirectX 6 introduced the concept of a texture operation unit.

Get the source here. To compile the source, take a look at "The Basics" Tutorial. To switch between the examples use the #defines at the beginning of the source:


...
// Multitexturing using Colour operations
#define DARKMAPPING  1
#define ADARKMAPPING 2
#define DIFFUSECOLOR 3
#define DARKDIFFUSE  4

// Multitexturing using Alpha operations
#define MODULATEALPHA 5
#define BLENDWFRAME 6

// The switch
#define TM 5
...


The Multitexturing Demo


Next : Texture Replaces Light