Anyone done anything with v1.10 directx mods in relation to accessing the stencil with the 2d commands?.
direct x (7) stencils..
BlitzMax Forums/BlitzMax Programming/direct x (7) stencils.. Well im making slow progress...
I just figured out the way to fiddle with the direct x stuff in bmax..
I just figured out the way to fiddle with the direct x stuff in bmax..
...pusudo code... 'Direct x Display enable with the stencil buffer SetGraphicsDriver(D3D7Max2DDriver(),(GRAPHICS_BACKBUFFER | GRAPHICS_STENCILBUFFER)) Local driver:TD3D7Max2DDriver=D3D7Max2DDriver:TD3D7Max2DDriver() 'Pull access to the directx7 device? ... later on ... 'Create the display.. Graphics 800,600,32,DISPLAY_HZ ... then ... driver.SetMouseVisible(False) 'urika moment! 'direct x 7 ...... driver.device.SetRenderState D3DRS_ALPHAREF,$80 'an example of using direct x stuff! ...Thats ment more as a hint for others, rather then something that should compile!
Could we access texture buffers in the same way? for render to texture for example.
I would't know at this moment in time, i know next to nothing about direct x inner workings!. Im sort of learning as i go.
A little progress...
In direct X, to access the format of the stencil buffer and its abilitys - you need to look at the z buffer (hence the EnumZBufferFormats). Now to figure out what the clsid,d3dpfcallbank and void varibles should be!
Local hResult=PrimaryDevice.d3d.EnumZBufferFormats(clsid,d3dpfcallback,void)
In direct X, to access the format of the stencil buffer and its abilitys - you need to look at the z buffer (hence the EnumZBufferFormats). Now to figure out what the clsid,d3dpfcallbank and void varibles should be!