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4/8/2010

Microsoft® Direct3D® Mobile uses a cascading texture mapping scheme. Each stage takes inputs and produces outputs that are either fed into the next stage for further processing, or outputs that are the final result of the texture mapping process.

The first stage is always called stage 0. Direct3D Mobile allows up to 4 stages per pass, though a driver may support fewer stages.

Texture mapping options are controlled by texture stage states. There is a set of texture stage states for each stage. You can manipulate the texture stage state by calling the IDirect3DMobileDevice::SetTextureStageStatemethod with the stage number that you wish to modify, the state number from the D3DMTEXTURESTAGESTATETYPEtype, and the new value.

Texture mapping for a stage can be disabled if the stage itself is disabled or if no texture map is bound to the stage. When texture mapping is disabled the output of the texture mapping stage is the diffuse color for the pixel.

The following topic contain additional information about texture mapping.

See Also

Concepts

Rasterization