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发表于 2007-11-12 14:23:00
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Re:一个粒子系统的问题,
quanyy:谢谢你的指导,你的方法我试过了还是不行,修改之后出现了我把上面几句去掉后相同的现象,虽然粒子的颜色好了,但是我第一次创建的纹理不见了。
我想我这个问题还是没有说的很清楚,耽误了大家的宝贵的时间,现在我重新叙述一下。
我首先创建一个纹理:
hr = m_pID3D9Device->CreateTexture(m_sEditRes.ulWidth, m_sEditRes.ulHeight/2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &ms_pITexture, NULL);
然后创建第二个纹理(粒子纹理):
hr = device->CreateVertexBuffer(
_vbSize * sizeof(Particle),
D3DUSAGE_DYNAMIC | D3DUSAGE_POINTS | D3DUSAGE_WRITEONLY,
Particle::FVF,
D3DPOOL_DEFAULT, // D3DPOOL_MANAGED can't be used with D3DUSAGE_DYNAMIC
&_vb,
0);
然后设置渲染状态:
hr = m_pID3D9Device->SetTexture( 0, ms_pITexture[m_nInputSurfaceCount - nTimesID - 1] );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
hr = m_pID3D9Device->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
hr = m_pID3D9Device->SetTexture( 1, NULL );
然后选后DrawPrimitive 第一个纹理所在的画面。
(为了DrawPrimitive粒子系统) 设置参数。
_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
_device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
// read, but don't write particles to z-buffer
_device->SetRenderState(D3DRS_ZWRITEENABLE, false);
然后DrawPrimitive粒子系统
最后present
但是最后的画面并有呈现我所设置的粒子颜色。当我在粒子系统的设置中加上_device->SetTextureStageState(0, D3DTSS_COLOROP,D3DTOP_DISABLE );的时候,我粒子有了颜色,但是所用的素材是我第一次创建的素材,并不是我粒子的素材,请问各位大哥,这是怎么回事啊?
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