Re: ID3DXSprite::Draw screen image doesn't match texture???
- From: "Wessam Bahnassi" <wbahnassi@xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx>
- Date: Fri, 17 Jun 2005 09:32:57 +0300
If you're using D3DX for loading the texture, it is mostly the loader
function that stretched the dimensions to powers of two.
Make sure your p_tgaTex object is indeed 700x525 (not the source file) and
that your card supports NONPOW2 dimensions too.
Wessam Bahnassi
Microsoft DirectX MVP,
Lead Programmer
In|Framez
"huh?" <huh@xxxxxxxxxxxxxxxxxxxxxxxxx> wrote in message
news:581C9B8A-804D-49C7-8D70-52AADC85C1AE@xxxxxxxxxxxxxxxx
> Gotta problem with ID3DXSprite::Draw
>
> I am displaying a sprite from a .tga file thats 32 bit with alpha channel
> and a resolution of 700x525 (1.33 aspect). I verify the resolution of this
> tga file in photoshop. My laptop display runs 1400x1050 (1.33 aspect).
>
> Here's my call to ->Draw
>
> pHUD_g->pSprite->Draw( p_tgaTex, NULL, NULL, NULL, 0, NULL, 0xFFFFFFFF);
>
> I expect the sprite to take up 1/4 of the display but it doesn't and
> displays much larger taking up about 3/4 of the screen. Can anyone tell me
> why?
>
> Also, a large part of the texture is black and I expect it to be
> transparent. But it is not as other objects drawn on the screen are not
> displayed through the black area of the sprite. Another, can anyone tell
> me
> why?
>
> Pls tell me of other info needed and I'll provide. Thanks for any help.
.
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