Quote:

This is the default render setting used by the engine:

Models, sprites, and flat textures:

SetTexture(0,Skin);
SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE2X);
SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE); // entity texture
SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE); // lighting




but how does the engine calculate the diffuse value? ...in case i want to do that myself in the vertex shader...