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MediaPortal 1
Development
General Development (no feature request here!)
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<blockquote data-quote="ajp8164" data-source="post: 719633" data-attributes="member: 64375"><p>Hi all,</p><p></p><p>I'm looking for some help with D3D in order to implement some new capabilities for MP1 (targeted v1.3). Here's what I need to do:</p><p></p><p>>>> Render two (or more) primitives of different sizes and at different locations on the screen. All of the primitives rendered need to be blended with a separate diffuse texture in the same texture blend pipeline (using SetTextureStage()). Finally, all of this needs to blend with the background. Here's a diagram of what I mean (I understand that the diffuse image is only blended where it intersects with the primitives; I just drew it bigger to convey the idea).</p><p>[CODE]</p><p> +--------------------+</p><p> | |</p><p> | +----------+ |</p><p> | | |<------ primitive 1 (x,y,u,v coordinates)</p><p> | +----------+ |</p><p> | |</p><p> | +----------+ |</p><p> | | | |</p><p> | | |<------ primitive 2 (x,y,u,v coordinates)</p><p> | | | |</p><p> | +----------+ |</p><p> | |<-- diffuse (u,v coordinates only, an overlay, alpha blended with primitives)</p><p> +--------------------+</p><p></p><p> All alpha blended with the background</p><p>[/CODE]</p><p></p><p>I have no problems doing this with one texture using DrawPrimitiveUP() using vertices and setting texture stages. I don't understand how I can use the set of vertices to DrawPrimitiveUP() to represent more than a single texture (to represent different geometries).</p><p></p><p>Any help greatly appreciated.</p></blockquote><p></p>
[QUOTE="ajp8164, post: 719633, member: 64375"] Hi all, I'm looking for some help with D3D in order to implement some new capabilities for MP1 (targeted v1.3). Here's what I need to do: >>> Render two (or more) primitives of different sizes and at different locations on the screen. All of the primitives rendered need to be blended with a separate diffuse texture in the same texture blend pipeline (using SetTextureStage()). Finally, all of this needs to blend with the background. Here's a diagram of what I mean (I understand that the diffuse image is only blended where it intersects with the primitives; I just drew it bigger to convey the idea). [CODE] +--------------------+ | | | +----------+ | | | |<------ primitive 1 (x,y,u,v coordinates) | +----------+ | | | | +----------+ | | | | | | | |<------ primitive 2 (x,y,u,v coordinates) | | | | | +----------+ | | |<-- diffuse (u,v coordinates only, an overlay, alpha blended with primitives) +--------------------+ All alpha blended with the background [/CODE] I have no problems doing this with one texture using DrawPrimitiveUP() using vertices and setting texture stages. I don't understand how I can use the set of vertices to DrawPrimitiveUP() to represent more than a single texture (to represent different geometries). Any help greatly appreciated. [/QUOTE]
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