Quote:
Originally Posted by CraftDose
#Request Chams
|
xDDDDD
Code:
if(Chams==1)
if(nColorA)
{
if(m_Stride==36 || m_Stride==32)
{
if(nColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false);
if(nColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false);
if(nColorA) pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
if(nColorA==1){pDevice->SetTexture(0, aRed);}
if(nColorA==2){pDevice->SetTexture(0, aYellow);}
if(nColorA==3){pDevice->SetTexture(0, aOrange);}
if(nColorA==4){pDevice->SetTexture(0, aGreen);}
if(nColorA==5){pDevice->SetTexture(0, aBlue);}
if(nColorA==6){pDevice->SetTexture(0, aPurple);}
if(nColorA==7){pDevice->SetTexture(0, aPink);}
if(nColorA==8){pDevice->SetTexture(0, aBlack);}
if(nColorA==9){pDevice->SetTexture(0, aGrey);}
if(nColorA==10){pDevice->SetTexture(0, aCyan);}
pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
}
if(nColorB)
{
if(m_Stride==36 || m_Stride==32)
{
if(nColorB) pDevice->SetRenderState(D3DRS_LIGHTING, false);
if(nColorB) pDevice->SetRenderState(D3DRS_ZENABLE, true);
if(nColorB) pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
if(nColorB==1){pDevice->SetTexture(0, aRed);}
if(nColorB==2){pDevice->SetTexture(0, aYellow);}
if(nColorB==3){pDevice->SetTexture(0, aOrange);}
if(nColorB==4){pDevice->SetTexture(0, aGreen);}
if(nColorB==5){pDevice->SetTexture(0, aBlue);}
if(nColorB==6){pDevice->SetTexture(0, aPurple);}
if(nColorB==7){pDevice->SetTexture(0, aPink);}
if(nColorB==8){pDevice->SetTexture(0, aBlack);}
if(nColorB==9){pDevice->SetTexture(0, aGrey);}
if(nColorB==10){pDevice->SetTexture(0, aCyan);}
}
}