Your post really helped me out. Instead of writing the data directly into the stream i am now doing this which works like a charm:
DataRectangle rect = t.LockRectangle(0, LockFlags.None);
for(int i = 0; i < Data.Length;) {
rect.Data.Write(Data, i, 4 * W);
i+= 4*W;
rect.Data.Position = rect.Data.Position - 4 * W;
rect.Data.Position += rect.Pitch;
}
t.UnlockRectangle(0);The hopefully last minor bugs are that
The small album art should be rendered over the big one. It is working fine in OpenGL, but z-Positions can go beyond 1.0f in OpenGL. If I draw my z-Positions with values over 1f they wont show up. I am currently setting any positions over 1f to 1f which creates this bug i think.
The other thing is that the textures are not that good as in OpenGL. I experimented with some TextureFilters ending up using a linear filter, which is still not too fine. In OpenGL i am using MipMaps to have smooth textures. Can I do the same in DirectX?
EDIT: Fixed z-Positions, still need to examine why the textures are a bit blurry though I am shifting the Pixels by 0.5