Enumerations | |
| enum | RpMatFXD3D9Pipeline { rpNAMATFXD3D9PIPELINE = 0, rpMATFXD3D9ATOMICPIPELINE = 1, rpMATFXD3D9WORLDSECTORPIPELINE = 2, rpMATFXD3D9PIPELINEMAX, rpMATFXD3D9PIPELINEFORCEENUMSIZEINT = RWFORCEENUMSIZEINT } |
Functions | |
| RxPipeline * | RpMatFXGetD3D9Pipeline (RpMatFXD3D9Pipeline d3d9Pipeline) |
The RpMatFX plugin functions correctly under RWD3D9. In addition, RWD3D9 now takes care of the type and position of lights when rendering bump maps.
RpMatFX will also detect if the video hardware supports pixel and vertex shaders. If found, pixel shaders are used to increase efficiency of the rendering.
When using the environment map effect with a non-opaque base texture, RpMatFX on D3D9 is forced to use dual pass to achieve the desired result. To enable multitexturing but getting different results, you need to enable the use of the frame buffer alpha through the functions RpMatFXMaterialSetEnvMapFrameBufferAlpha and RpMatFXMaterialSetupEnvMap.
RWD3D9 always tries to use multitexturing when possible but, due to a limitation of the D3D9 API, only one palette is active when rendering. That means we need to render the effect in two passes when two or more palettized textures are used in that effect. We highly recommend you do not use palettized textures at all, use Compressed Textures instead.
If you want to use Compressed Textures with the bump mapping effect, you need to encode the bumpmap into the alpha channel of the base texture, and to pass NULL as the bump texture parameter to the functions RpMatFXMaterialSetupBumpMap or RpMatFXMaterialSetBumpMapTexture.
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Returns one of the RpMatFX internal D3D9 specific pipelines. The RpMatFX plugin must be attached before using this function.
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© 1993-2004 Criterion Software Limited. All rights reserved. Built Thu Feb 12 13:47:01 2004.
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