In XSI_RTS_TriangulatedGeometry's definition:
XSI_RTS_ColorRGBA *m_pColorArray;
So you have to swizzle that before you use it your shader. Since you're
modifying the DXDraw node's code, then you can do the swizzle there or
probably better at the graphics sequencer level.
Also, the code for DXDraw and the DX graphics sequencer shows what states
are overwritten by these nodes. Note that they use a state block to preserve
original device state after EndScene().
Thanks,
Wessam Bahnassi
Microsoft DirectX MVP,
Programmer
Electronic Arts
--
In|Structurez Arabic Gamedev Community
www.instructurez.com
> -----Original Message-----
> From: owner-3dgames(at)Softimage.COM [mailto:owner-3dgames(at)Softimage.COM] On
> Behalf Of Byron Atinson-Jones
> Sent: Wednesday, August 16, 2006 3:29 AM
> To: 3dgames(at)Softimage.COM
> Subject: DirectX vertex colours
>
> I am in the process of converting the DirectX realtime shaders to comply a
> little
> more with my engine.
>
> I am currently changing the FFP side of the shaders and are having a
> little
> difficulty with the vertex colours. It would appear that the vertex
> colours are
> in OGL format - how do I get XSI to swizzle the colour components to DX
> format?
>
> Also, is there any info anywhere of what exactly the default states are in
> DXDraw? I am attempting to setup my own initial states in the init
> function but
> that does not seem to have any effect..
>
> Cheers,
>
> Byron.
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