RE: DirectX vertex colours

Date : Wed, 16 Aug 2006 18:50:25 +0100
To : 3DGames(at)Softimage.COM
From : Byron Atinson-Jones <byron(at)xiotex.free-online.co.uk>
Subject : RE: DirectX vertex colours
>In XSI_RTS_TriangulatedGeometry's definition:
>XSI_RTS_ColorRGBA *m_pColorArray;
>

Do you know what - I have got to learn to read code - I completely glossed over
that parameter... *sigh*

>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.

Since I am playing around with DXDraw - will probably do it there.

>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().

It's okay, I found out that I was being a total muppet and missing out a
renderstate which is why the vertext colours were not appearing at all.

Got to admit - the XSI sdk is a dream compared to any other DCC package I have
used. Got further in one day (added a node to the DX set) than I ever got with
Lightwave's SDK.

Now, if I could only figure out how to add my new node to the realtime DX menu...
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