SetTexture()
设置当前要渲染的纹理
HRESULT SetTexture( DWORD Stage, //多级纹理的索引,从0-7,单层纹理取0 IDirect3DBaseTexture9 *pTexture //Direct3D的纹理接口指针
);
Parameters
Sampler
- [in] Zero based sampler number. Textures are bound to samplers; samplers define sampling state such as the filtering mode and the address wrapping mode. Textures are referenced differently by the programmable and the fixed function pipeline:
pTexture
- Programmable shaders reference textures using the sampler number. The number of samplers available to a programmable shader is dependent on the shader version. For vertex shaders, see see Sampler. For pixel shaders see Sampler.
- The fixed function pipeline on the other hand, references textures by texture stage number. The maximum number of samplers is determined from two caps: MaxSimultaneousTextures and MaxTextureBlendStages of the D3DCAPS9 structure.
There are two other special cases for stage/sampler numbers.
- A special number called D3DDDMAPSAMPLER is used for Displacement Mapping.
- A programmable vertex shader uses a special number defined by a D3DVERTEXTEXTURESAMPLER when accessing Vertex Textures in vs_3_0.
- [in] Pointer to an IDirect3DBaseTexture9 interface, representing the texture being set.
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SetTexture()
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