Important:
This is retired content. This content is outdated and is no longer being maintained. It is provided as a courtesy for individuals who are still using these technologies. This content may contain URLs that were valid when originally published, but now link to sites or pages that no longer exist.
A version of this page is also available for
4/8/2010

These macros define texture argument flags. Each texture stage for a device can have two texture arguments that affect the color or alpha channel of the texture.

Set and retrieve texture arguments by calling the IDirect3DMobileDevice::SetTextureStageStateand IDirect3DMobileDevice::GetTextureStageStatemethods, and specifying the one of the following elements of the D3DMTEXTURESTAGESTATETYPEenumeration.

  • D3DMTSS_COLORARG0

  • D3DTMSS_COLORARG1

  • D3DMTSS_COLORARG2

  • D3DMTSS_ALPHAARG0

  • D3DTSS_ALPHAARG1

  • D3DTSS_ALPHAARG2

  • D3DTSS_RESULTARG

The following table shows flags, organized as arguments and modifiers, that can be used with color and alpha arguments for a texture stage. You can combine an argument flag with a modifier, but two argument flags cannot be combined.

Value Description

D3DMTA_SELECTMASK

Mask value for all arguments; not used when setting texture arguments.

D3DMTA_DIFFUSE

Attaches the pixel's diffuse color to the texture stage input.

This is a read-only operation.

D3DMTA_CURRENT

Attaches the current color register to the texture stage input.

This is a read/write operation.

D3DMTA_TEXTURE

Attaches the color value read from the stage's texture map at the pixel's coordinates to the texture stage input.

This is a read-only operation.

D3DMTA_TFACTOR

Attaches the texture factor color value to the stage's input. The texture factor is a render state, D3DMRS_TEXTUREFACTOR, that accepts a 32-bit ARGB color value (see D3DMRENDERSTATETYPE)).

This is a read-only operation.

D3DMTA_SPECULAR

Attaches the pixel's specular color to the texture stage input.

This is a read-only operation.

D3DMTA_TEMP

Attaches the temporary color register to the texture stage input.

This is a read/write operation.

D3DMTA_OPTIONMASK

Mask value for option bits.

D3DMTA_COMPLEMENT

Takes 1.0 – x for each color channel and use that as the input.

This flag is used to specify a preprocessing operation. It only affects the input to the texture stage, not the original color value used as the input.

This is a read-modifying operation.

D3DMTA_ALPHAREPLICATE

Replicates the value in the alpha channel to all color components for the stage input.

This flag is used to specify a preprocessing operation. It only affects the input to the texture stage, not the original color value used as the input.

This is a read-modifying operation.

D3DMTA_VALIDMASK         

D3DMTA_OPTIONMASK | D3DMTA_SELECTMASK

Requirements

Header d3dmtypes.h
Windows Embedded CE Windows CE 5.0 and later
Windows Mobile Windows Mobile Version 5.0 and later

See Also