   More particle system stuff
  First of: thank you to everyone that helped me with my previous particle system problem, specifically D3DXVECTOR3, Lohrno, and Madprog. My problem now is that while working, all of my particles are red, regardless of what color I set. Also, is there any way to get particles to not show up through walls and other things like that (since your turning off Z-Buffer and turning on Alpha)? Any ideas on my solid red particles at all? I can post any code that anyone needs. Thanks for any help!ms 
  to solve the z-buffer problem useSetRenderState(D3DRS_ZWRITEENABLE,FALSE)instead ofSetRenderState(D3DRS_ZENABLE,FALSE)this way you will still perform the z test and hidden particles will not be shown, but you will not write to the depth buffer.for the other things i have to see the code   [edited by - Arcibald Wearlot on February 11, 2004 1:43:24 PM];  Exactly which code do you want? Do you just need FVF/VB rendering? Or RenderStates, TextureStageStates? Or the particle and particle emitter classes? I''d post it all but there''s a rather lot of it. ;  Hmm okay you got it kind of working and not screwing up the landcape and other stuff now? Here''s a question: are you setting a colorarg to Tfactor anywhere?  If so, set the colorarg back to texture.If not, uhm paste your code here:http://rafb.net/paste/It''s a nopaste site for looking at code...-=Lohrno ;  Intresting site but I''m a little disinclined to post that much code, or all of my code anywhere. Anyway my TextureStageStates are (taken from PARTICLEEMITTER::Render()):g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );So no TFACTOR. ;  Er... I ended up posting my code on my server. The address is http://24.167.180.51/programming/problem.php. That includes four source files and a screenshot. ;  bump ;  No more ideas? 