technique tecDefaultStates { pass passDefaultStates { // Render States ZEnable = True; FillMode = Solid; ShadeMode = Gouraud; ZWriteEnable = True; AlphaTestEnable = False; LastPixel = True; SrcBlend = One; DestBlend = Zero; CullMode = CCW; ZFunc = LessEqual; AlphaRef = 0; AlphaFunc = Always; DitherEnable = False; AlphaBlendEnable = False; FogEnable = False; SpecularEnable = False; FogColor = 0; FogTableMode = None; FogStart = 0.0f; FogEnd = 1.0f; FogDensity = 1.0f; RangeFogEnable = False; StencilEnable = False; StencilFail = Keep; StencilZFail = Keep; StencilPass = Keep; StencilFunc = Always; StencilRef = 0; StencilMask = 0xFFFFFFFF; StencilWriteMask = 0xFFFFFFFF; TextureFactor = 0xFFFFFFFF; Wrap0 = 0; Wrap1 = 0; Wrap2 = 0; Wrap3 = 0; Wrap4 = 0; Wrap5 = 0; Wrap6 = 0; Wrap7 = 0; Clipping = True; Lighting = True; Ambient = 0; FogVertexMode = None; ColorVertex = False; LocalViewer = True; NormalizeNormals = False; DiffuseMaterialSource = Color1; SpecularMaterialSource = Color2; AmbientMaterialSource = Material; EmissiveMaterialSource = Material; VertexBlend = Disable; ClipPlaneEnable = 0; PointSize = 0.0f; PointSize_Min = 1.0f; PointSpriteEnable = False; PointScaleEnable = False; PointScale_A = 1.0f; PointScale_B = 0.0f; PointScale_C = 0.0f; MultiSampleAntiAlias = True; MultiSampleMask = 0xFFFFFFFF; PatchEdgeStyle = Discrete; DebugMonitorToken = 0; // Values are not defined for this state, use direct values PointSize_Max = 64.0f; IndexedVertexBlendEnable = False; ColorWriteEnable = 0x0000000F; TweenFactor = 0.0f; BlendOp = Add; PositionDegree = Cubic; NormalDegree = Linear; ScissorTestEnable = False; SlopeScaleDepthBias = 0; AntiAliasedLineEnable = False; MinTessellationLevel = 1.0f; MaxTessellationLevel = 1.0f; AdaptiveTess_X = 0.0f; AdaptiveTess_Y = 0.0f; AdaptiveTess_Z = 1.0f; AdaptiveTess_W = 0.0f; EnableAdaptiveTessellation = False; TwoSidedStencilMode = False; CCW_StencilFail = Keep; CCW_StencilZFail = Keep; CCW_StencilPass = Keep; CCW_StencilFunc = Always; ColorWriteEnable1 = 0x0000000F; ColorWriteEnable2 = 0x0000000F; ColorWriteEnable3 = 0x0000000F; BlendFactor = 0xFFFFFFFF; SRGBWriteEnable = 0; DepthBias = 0; Wrap8 = 0; Wrap9 = 0; Wrap10 = 0; Wrap11 = 0; Wrap12 = 0; Wrap13 = 0; Wrap14 = 0; Wrap15 = 0; SeparateAlphaBlendEnable = False; SrcBlendAlpha = One; DestBlendAlpha = Zero; BlendOpAlpha = Add; // Texture Stage States ColorOp[0] = Modulate; ColorOp[1] = Disable; ColorOp[2] = Disable; ColorArg1[0] = Texture; ColorArg1[1] = Texture; ColorArg1[2] = Texture; ColorArg2[0] = Current; ColorArg2[1] = Current; ColorArg2[2] = Current; AlphaOp[0] = SelectArg1; AlphaOp[1] = Disable; AlphaOp[2] = Disable; AlphaArg1[0] = Texture; AlphaArg1[1] = Texture; AlphaArg1[2] = Texture; AlphaArg2[0] = Current; AlphaArg2[1] = Current; AlphaArg2[2] = Current; BumpEnvMat00[0] = 0.0f; BumpEnvMat01[0] = 0.0f; BumpEnvMat10[0] = 0.0f; BumpEnvMat11[0] = 0.0f; BumpEnvMat00[1] = 0.0f; BumpEnvMat01[1] = 0.0f; BumpEnvMat10[1] = 0.0f; BumpEnvMat11[1] = 0.0f; BumpEnvMat00[2] = 0.0f; BumpEnvMat01[2] = 0.0f; BumpEnvMat10[2] = 0.0f; BumpEnvMat11[2] = 0.0f; TexCoordIndex[0] = 0; TexCoordIndex[1] = 1; TexCoordIndex[2] = 2; BumpEnvLScale[0] = 0.0f; BumpEnvLScale[1] = 0.0f; BumpEnvLScale[2] = 0.0f; BumpEnvLOffset[0] = 0.0f; BumpEnvLOffset[1] = 0.0f; BumpEnvLOffset[2] = 0.0f; TextureTransformFlags[0] = Disable; TextureTransformFlags[1] = Disable; TextureTransformFlags[2] = Disable; ColorArg0[0] = Current; ColorArg0[1] = Current; ColorArg0[2] = Current; AlphaArg0[0] = Current; AlphaArg0[1] = Current; AlphaArg0[2] = Current; ResultArg[0] = Current; ResultArg[1] = Current; ResultArg[2] = Current; Constant[0] = 0; Constant[1] = 0; Constant[2] = 0; // Sampler States AddressU[0] = Wrap; AddressU[1] = Wrap; AddressU[2] = Wrap; AddressV[0] = Wrap; AddressV[1] = Wrap; AddressV[2] = Wrap; AddressW[0] = Wrap; AddressW[1] = Wrap; AddressW[2] = Wrap; BorderColor[0] = 0; BorderColor[1] = 0; BorderColor[2] = 0; MagFilter[0] = Point; MagFilter[1] = Point; MagFilter[2] = Point; MinFilter[0] = Point; MinFilter[1] = Point; MinFilter[2] = Point; MipFilter[2] = None; MipFilter[2] = None; MipFilter[2] = None; MipMapLODBias[0] = 0; MipMapLODBias[1] = 0; MipMapLODBias[2] = 0; MaxMipLevel[0] = 0; MaxMipLevel[1] = 0; MaxMipLevel[2] = 0; MaxAnisotropy[0] = 1; MaxAnisotropy[1] = 1; MaxAnisotropy[2] = 1; sRGBTexture[0] = 0; sRGBTexture[1] = 0; sRGBTexture[2] = 0; ElementIndex[0] = 0; ElementIndex[1] = 0; ElementIndex[2] = 0; DMapOffset[256] = 0; // Only valid for D3DDMAPSAMPLER // Light States LightEnable[0] = True; LightType[0] = Directional; LightDiffuse[0] = float4(1,1,1,1); LightSpecular[0] = float4(0,0,0,0); LightAmbient[0] = float4(1,1,1,1); LightPosition[0] = float3(0,0,0); LightDirection[0] = float3(0.707107f,-0.707107f,0.707107f); LightRange[0] = 100000.0f; LightFalloff[0] = 1.0f; LightAttenuation0[0] = 1.0f; LightAttenuation1[0] = 0.0f; LightAttenuation2[0] = 1.0f; LightTheta[0] = 0.1f; LightPhi[0] = 0.15f; MaterialDiffuse = float4(1,1,1,1); MaterialAmbient = float4(0,0,0,0); MaterialSpecular = float4(0,0,0,0); MaterialEmissive = float4(0,0,0,0); MaterialPower = 0.0f; // Shaders VertexShader = NULL; PixelShader = NULL; VertexShaderConstant[0] = 0.0f; VertexShaderConstant[1] = 0.0f; PixelShaderConstant[0] = 0.0f; PixelShaderConstant[1] = 0.0f; // Textures Texture[0] = NULL; Texture[1] = NULL; Texture[2] = NULL; // Transformation Matrices WorldTransform[0] = matrix(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1); ViewTransform = matrix(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1); ProjectionTransform = matrix(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1); TextureTransform[0] = matrix(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1); } }