causes an issue and it affects the other texture because of the code culprit with the new GPU settings i am currently using DirectX 9
BOOL C2DRender::RenderTextureALPHA(CPoint pt, CTexture* pTexture, CTexture* pTextureBG, FLOAT fRadian, FLOAT fScaleX, FLOAT fScaleY, DWORD dwBlendFactorAlhpa)
{
if (!pTexture || !pTextureBG)
return FALSE;
m_pd3dDevice->SetRenderTarget(0, m_pBackBuffer);
pt += m_ptOrigin;
CPoint ptCenter = pTexture->m_ptCenter;
ptCenter.x = (LONG)(ptCenter.x * fScaleX);
ptCenter.y = (LONG)(ptCenter.y * fScaleY);
pt -= ptCenter;
FLOAT _left = (FLOAT)(pt.x);
FLOAT _top = (FLOAT)(pt.y);
FLOAT _right = pt.x + (fScaleX * pTexture->m_size.cx);
FLOAT _bottom = pt.y + (fScaleY * pTexture->m_size.cy);
FLOAT cx = _left + ((_right - _left) / 2);
FLOAT cy = _top + ((_bottom - _top) / 2);
_left -= cx;
_right -= cx;
_top -= cy;
_bottom -= cy;
D3DXVECTOR2 v1, v2, v3, v4;
D3DXMATRIX mRot;
v1.x = _left; v1.y = _top;
v2.x = _right; v2.y = _top;
v3.x = _left; v3.y = _bottom;
v4.x = _right; v4.y = _bottom;
D3DXMatrixRotationZ(&mRot, fRadian);
D3DXVec2TransformCoord(&v1, &v1, &mRot);
D3DXVec2TransformCoord(&v2, &v2, &mRot);
D3DXVec2TransformCoord(&v3, &v3, &mRot);
D3DXVec2TransformCoord(&v4, &v4, &mRot);
TEXTUREVERTEX vertex[4];
TEXTUREVERTEX* pVertices = vertex;
SetTextureVertex(pVertices, cx + v1.x, cy + v1.y, pTexture->m_fuLT, pTexture->m_fvLT);
pVertices++;
SetTextureVertex(pVertices, cx + v2.x, cy + v2.y, pTexture->m_fuRT, pTexture->m_fvRT);
pVertices++;
SetTextureVertex(pVertices, cx + v3.x, cy + v3.y, pTexture->m_fuLB, pTexture->m_fvLB);
pVertices++;
SetTextureVertex(pVertices, cx + v4.x, cy + v4.y, pTexture->m_fuRB, pTexture->m_fvRB);
pVertices++;
m_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, 1);
m_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, 1);
m_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
m_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
m_pd3dDevice->SetRenderState(D3DRS_TEXTUREFACTOR, D3DCOLOR_ARGB(dwBlendFactorAlhpa, 0, 0, 0));
if (dwBlendFactorAlhpa >= 200)
{
m_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);
m_pd3dDevice->SetRenderState(D3DRS_ALPHAREF, (DWORD)70);
m_pd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
m_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
}
else
{
m_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
}
m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
m_pd3dDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
m_pd3dDevice->SetVertexShader(0);
m_pd3dDevice->SetTexture(1, pTexture->m_pTexture);
m_pd3dDevice->SetTexture(0, pTextureBG->m_pTexture);
m_pd3dDevice->SetTexture(2, 0);
m_pd3dDevice->SetFVF(D3DFVF_TEXTUREVERTEX);
m_pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, vertex, sizeof(TEXTUREVERTEX));
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, 1);
m_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
m_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
m_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
m_pd3dDevice->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, 0);
m_pd3dDevice->SetSamplerState(1, D3DSAMP_SRGBTEXTURE, 0);
m_pd3dDevice->SetTexture(0, 0);
m_pd3dDevice->SetTexture(1, 0);
m_pd3dDevice->SetTexture(2, 0);
return TRUE;
};
in latest GPU setting i am having an issue in this portion will let my texture missing
m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
m_pd3dDevice->SetTextureStageState(1, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU);
while if i disable the optimization it goes back to normal what do you think the possible solution in this code