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Jun 20th, 2018
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  1. void CCharacterObj::draw()
  2. {
  3. for ( DWORD i=0; i<m_numMaterials; i++ )
  4. {
  5. clientWindow.GetDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  6. //clientWindow.GetDevice()->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  7. clientWindow.GetDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  8. clientWindow.GetDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  9.  
  10. clientWindow.GetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  11. clientWindow.GetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  12. clientWindow.GetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  13.  
  14. if (1) // fading == true )
  15. {
  16. m_meshMaterials[i].Diffuse.a -= 0.005f;
  17. m_meshMaterials[i].Ambient.a -= 0.005f;
  18. m_meshMaterials[i].Emissive.a -= 0.005f;
  19. }
  20.  
  21. clientWindow.GetDevice()->SetMaterial(&m_meshMaterials[i]);
  22. clientWindow.GetDevice()->SetTexture(0, m_meshTextures[i]);
  23.  
  24. m_Mesh->DrawSubset( i );
  25.  
  26. }
  27.  
  28. }
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