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D3DMTA Values

A version of this page is also available for

Windows Embedded CE 6.0 R3

4/8/2010

These macros define texture argument flags. Each texture stage for a device can have two texture arguments that affect the color or alpha channel of the texture.

Set and retrieve texture arguments by calling the IDirect3DMobileDevice::SetTextureStageState and IDirect3DMobileDevice::GetTextureStageState methods, and specifying the one of the following elements of the D3DMTEXTURESTAGESTATETYPE enumeration.

  • D3DMTSS_COLORARG0
  • D3DTMSS_COLORARG1
  • D3DMTSS_COLORARG2
  • D3DMTSS_ALPHAARG0
  • D3DTSS_ALPHAARG1
  • D3DTSS_ALPHAARG2
  • D3DTSS_RESULTARG

The following table shows flags, organized as arguments and modifiers, that can be used with color and alpha arguments for a texture stage. You can combine an argument flag with a modifier, but two argument flags cannot be combined.

Value Description

D3DMTA_SELECTMASK

Mask value for all arguments; not used when setting texture arguments.

D3DMTA_DIFFUSE

Attaches the pixel's diffuse color to the texture stage input.

This is a read-only operation.

D3DMTA_CURRENT

Attaches the current color register to the texture stage input.

This is a read/write operation.

D3DMTA_TEXTURE

Attaches the color value read from the stage's texture map at the pixel's coordinates to the texture stage input.

This is a read-only operation.

D3DMTA_TFACTOR

Attaches the texture factor color value to the stage's input. The texture factor is a render state, D3DMRS_TEXTUREFACTOR, that accepts a 32-bit ARGB color value (see D3DMRENDERSTATETYPE)).

This is a read-only operation.

D3DMTA_SPECULAR

Attaches the pixel's specular color to the texture stage input.

This is a read-only operation.

D3DMTA_TEMP

Attaches the temporary color register to the texture stage input.

This is a read/write operation.

D3DMTA_OPTIONMASK

Mask value for option bits.

D3DMTA_COMPLEMENT

Takes 1.0 – x for each color channel and use that as the input.

This flag is used to specify a preprocessing operation. It only affects the input to the texture stage, not the original color value used as the input.

This is a read-modifying operation.

D3DMTA_ALPHAREPLICATE

Replicates the value in the alpha channel to all color components for the stage input.

This flag is used to specify a preprocessing operation. It only affects the input to the texture stage, not the original color value used as the input.

This is a read-modifying operation.

D3DMTA_VALIDMASK         

D3DMTA_OPTIONMASK | D3DMTA_SELECTMASK

Requirements

Header d3dmtypes.h
Windows Embedded CE Windows CE 5.0 and later
Windows Mobile Windows Mobile Version 5.0 and later

See Also

Reference

Direct3D Mobile Macros