public void Render() { MdxRender.Dev.VertexFormat = CustomVertex.PositionTextured.Format; MdxRender.Dev.RenderState.CullMode = Cull.None; for (int i = 1; i < 5; i++) { MdxRender.Dev.TextureState[i].AlphaOperation = TextureOperation.Disable; MdxRender.Dev.TextureState[i].ColorOperation = TextureOperation.Disable; } MdxRender.SM.m_TextureManager.ActivateTexture(0, this.decalTextureIndex, 0); MdxRender.Dev.RenderState.SourceBlend = Blend.One; MdxRender.Dev.RenderState.DestinationBlend = Blend.One; MdxRender.Dev.RenderState.AlphaBlendEnable = true; MdxRender.Dev.TextureState[0].ColorArgument1 = TextureArgument.TextureColor; MdxRender.Dev.TextureState[0].ColorArgument2 = TextureArgument.TextureColor; MdxRender.Dev.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor; MdxRender.Dev.TextureState[0].AlphaArgument2 = TextureArgument.TextureColor; MdxRender.Dev.TextureState[0].AlphaOperation = TextureOperation.SelectArg1; MdxRender.Dev.TextureState[0].ColorOperation = TextureOperation.SelectArg1;//.ModulateInvAlphaAddColor; MdxRender.Dev.TextureState[0].TextureTransform = TextureTransform.Disable; ShaderBase sb = new ShaderBase(); sb.DebugFixedFunctionShader(); MdxRender.Dev.SetStreamSource(0, m_VertexBuffer, 0); MdxRender.Dev.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); }