   Texture Coordinate Generation
  Using the fixed-function pipeline, how can I generate texture coordinates based off the position of the vertices in world space?This is basically the same as using GL_OBJECT_LINEAR in OpenGL®.What about GL_OBJECT_PLANE?  Does DirectX® have the ability to do this?Regards,Yogurt Emperor   
  The obvious question here: why the fixed function pipeline?   ;  Can it be done or not?Thank you,Yogurt Emperor   ;  I'm not sure if that particular behavior is supported in D3D, but you can try looking here, here (see D3DTSS_TEXCOORDINDEX), and here.That said, the question of why you can't use the programmable pipeline is a reasonable one.   ;  I could not find anything in all of the DirectX® documentation, so I asked in hopes that I had just missed some rare gem or strange state configuration that could make it possible.I guess not.Why not use shaders?Because I have not set up an environment capable of using shaders yet and I would like to move on and get results now before I do.It is not so simple to set up a shading environment when your engine is required to have equivalent support for OpenGL® ES (which is required to support iPhone 1.0, hence no shaders) and many other platforms.I can use shaders in the DirectX® side, but only replicate exactly the OpenGL® side.  And my shader system has to slide seamlessly into my existing rendering system, and my shader system has to be platform independent, meaning I have to create a new shading language that supports OpenGL®, OpenGL® ES, DirectX® 9.0, DirectX® 10.0, DirectX® 11.0, Nintendo® Wii, and PlayStation® 3.Cg does not cover all the platforms I need to target, however my language could output Cg code on the platforms Cg does support.The point is it is quite a pain to add shader support at this point (though I am doing it nonetheless) and I prefer to get some more visual results before I do.The only reason you would ask why not to use shaders to someone who has asked for help with the fixed-function pipeline is if you want to convince him or her to use shaders.I don’t need shaders to be suggested to me.Nothing personal, but every single time I ask for help with the fixed-function pipeline I have to repeat tons of long-winded and time-consuming explanations to get past the initial barrage of shader-related replies before I can make any progress on my question.  I am long overdue for a snapping.If a person asks for help with the fixed-function pipeline, he or she should get answers related to the fixed-function pipeline.  Why can’t it be that simple?Thank you anyway for your time and answer.Yogurt Emperor   ;Quote:The only reason you would ask why not to use shaders to someone who has asked for help with the fixed-function pipeline is if you want to convince him or her to use shaders.I don’t need shaders to be suggested to me.Nothing personal, but every single time I ask for help with the fixed-function pipeline I have to repeat tons of long-winded and time-consuming explanations to get past the initial barrage of shader-related replies before I can make any progress on my question.  I am long overdue for a snapping.If a person asks for help with the fixed-function pipeline, he or she should get answers related to the fixed-function pipeline.  Why can’t it be that simple?Well, next time someone asks, you can just link to this thread ;)Just from reading the occasional thread here and there, I get the impression that a lot of people who are asking FFP-related questions just aren't aware of (or maybe are just uncomfortable with) the programmable pipeline. Obviously this doesn't apply to you, but I think more often than not, it's worth bringing up. I can see how it might be frustrating though to have to answer the question more than once.   ;  You could set the D3DTSS_TEXCOORDINDEX to D3DTSS_TCI_CAMERASPACEPOSITION, set up a texture transform matrix, (D3DTSS_TEXTURETRANSFORMFLAGS = D3DTTFF_COUNT3, and SetTransform(D3DTS_TEXTURE0, &mat) ).The matrix can transform the points into a plane, if you figure out the correct matrix.  I've used it to scale Y to 0, and shear X and Z towards an arbitrary angle, creating a shadow on a flat plane.Since you mention DX10, DX11, and PS3, I should point out that they're shader only (as is the omitted X360).  As you mentioned the Wii, I should point out that the fixed pipeline isn't dead, as the Wii doesn't support shaders, only fixed pipeline.   ;  Basically I want to generate coordinates such that the upper-right corner of the terrain is [0,0] and the lower-left is [1,1].I wonder if it would be as simple as setting up a scaling matrix from world-space to the desired coordinate values (SpecialMatrix), and then simply setting the texture matrix to the result of (InvCamMatrix * SpecialMatrix).I know about DirectX® 10, DirectX® 11, and PlayStation® 3 being shader-only, and that is fine.  We are not prohibited from using shaders, but because the graphics/functionality must be the same on all devices we are prohibited from using shaders to achieve something that cannot be achieved without shaders.Unless my idea above will work, I cannot advance the visuals on my terrain until I set up a full and proper shader system in the engine, which is why I wanted a fixed-function solution, because until I do set up a proper shader system I have to show clients some of the ugliest terrain they have ever seen.  One of them threw up on my monitor, partially from disgust but also as an attempt to improve what he was seeing on my screen.If your stomach is strong enough, take yourself a gander at what I mean:http://img94.imageshack.us/img94/7346/screen32v.pnghttp://img179.imageshack.us/img179/2743/screen34p.pngRegards,Yogurt Emperor   ;  Yeah, you should be able to do that with a matrix, no problem.  Good luck.   