Texture Creation in D3DIM
August 28, 1999 07:32 PM
The reason to copy your texture to a surface and then blt it into the texture map is because windows will perform automagical conversion in the proper format... Saving you the trouble of doing it yourself
I am trying to create a texture, in D3DIM, and i have gotten it to work, but not the way I want. My textures are must have the same format at the front buffer. If I try to create the surface with a different format, it fails. I am obviously doing something wrong, so could someone just throw me some code? Also, all the examples I've seen, to load a texture, always create a temp. surface, and then blt the image onto the texture surface...why? Isn't this an unnessisary step?
Pseudo_me@Email.com
August 29, 1999 01:24 PM
I know why you use a DC to convert, but I have read to sources that create a temporary dd surface, and then loaded the image in it, and then blitted from the temp surface, to the texture surface.
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