   Texture Stage Stages
  Hi guys, Im just finishing off a bump mapping texture blending part of my 3d application, I used a class called Plane3D to draw rectangles.Each Plane3D can have just a diffuse texture, diffuse & normal or diffuse, normal and specular. So basically, I have bump mapping working, but the texture blending seems to cascade through onto diffuse textures and change the colour of them, I just want to reset the texture stages basically, so that if the texture is just diffuse it will render normally. Here is some code:switch (Plane3DMappingType){case DIFFUSE:Device->SetTexture(0, Plane3DBaseTexture);Device->SetStreamSource(0, Plane3DVertexBuffer, 0, sizeof(VertexTex1));Device->SetFVF(VertexTex1::FVF);Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);break;case DIFF_NORM: Device->SetRenderState( D3DRS_TEXTUREFACTOR, Plane3Dtfactor );Device->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3 );Device->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );Device->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );Device->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE );Device->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );Device->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );Device->SetTexture( 0, Plane3DNormalTexture );Device->SetTexture( 1, Plane3DBaseTexture );Device->SetStreamSource(0, Plane3DVertexBuffer, 0, sizeof(VertexTex2));Device->SetFVF(VertexTex2::FVF);Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);break;case DIFF_NORM_SPEC: break;}The three cases of Plane types are enumerated as DIFFUSE, DIFF_NORM & DIFF_NORM_SPEC.So If I run that code as is, the bump mapping works fine, however every other texture is darkended, presumably because the floor texture is changeing the final colour of the diffuse textures, I have tried different combinations of setting textures stages and nothing yet. Thanks all   
  Are you setting the stages back for the other drawing? Are you disabling stage 1?   