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- void CCharacterObj::draw()
- {
- for ( DWORD i=0; i<m_numMaterials; i++ )
- {
- clientWindow.GetDevice()->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
- //clientWindow.GetDevice()->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
- clientWindow.GetDevice()->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- clientWindow.GetDevice()->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
- clientWindow.GetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
- clientWindow.GetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
- clientWindow.GetDevice()->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
- if (1) // fading == true )
- {
- m_meshMaterials[i].Diffuse.a -= 0.005f;
- m_meshMaterials[i].Ambient.a -= 0.005f;
- m_meshMaterials[i].Emissive.a -= 0.005f;
- }
- clientWindow.GetDevice()->SetMaterial(&m_meshMaterials[i]);
- clientWindow.GetDevice()->SetTexture(0, m_meshTextures[i]);
- m_Mesh->DrawSubset( i );
- }
- }
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