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#ActualPuReInSaNe

Posted 06 November 2012 - 05:31 AM

Posted Image Original File: Posted Image

I load my Sprites from a file (right image, 48x144 , .png) using D3DXCreateTextureFromFileEx. Then I use "CreateSprite" to create a sprite based on the texture. After that I draw from that sprite rectangles which are 48x48.

My problem is, ingame they are 47x45 (left side), but they should be 48x48. Everything from those sprites are drawn correctly, just not in the right size.

Resolution for the game used is 1500x900.

Code is here:

//standard Windows return value
  HRESULT result;
  //create the new texture by loading a bitmap image file
  result = D3DXGetImageInfoFromFile(filename.c_str(),&info);
  if (result != D3D_OK)  {
   w_engine->message("Fehler: Konnte Bilddaten nicht laden!");
   texture = NULL;
  }
  result = D3DXCreateTextureFromFileEx(
   w_engine->getDevice(), //Direct3D device object
   filename.c_str(),
   info.Width,			//bitmap image width
   info.Height,		   //bitmap image height
   1,					 //mip-map levels (1 for no chain)
   D3DPOOL_DEFAULT,	   //the type of surface (standard)
   D3DFMT_UNKNOWN,		//surface format (default)
   D3DPOOL_DEFAULT,	   //memory class for the texture
   D3DX_DEFAULT,		  //image filter
   D3DX_DEFAULT,		  //mip filter
   D3DCOLOR_RGBA(255,255,255, 0),			//color key for transparency
   &info,				 //bitmap file info (from loaded file)
   NULL,				  //color palette
   &this->texture );			//destination texture
  //make sure the bitmap textre was loaded correctly
  if (result != D3D_OK)  {
   w_engine->message("Fehler: Konnte Bild nicht laden!");
   texture = NULL;
  }
  D3DXCreateSprite(w_engine->getDevice(),&this->sprite);



this->sprite->Draw(this->texture,&rectangles,NULL,&pos,D3DCOLOR_RGBA(255,255,255, 255));

this->p_d3d = Direct3DCreate9(D3D_SDK_VERSION);
	if (this->p_d3d == NULL) {
		return 0;
	}
	//get system desktop color depth
	D3DDISPLAYMODE dm;
	this->p_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &dm);

	ZeroMemory( &PresentParams, sizeof(PresentParams) );
	PresentParams.Windowed = TRUE;
	PresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD; //effizienteste methode
	PresentParams.hDeviceWindow = p_windowHandle;    // set the window to be used by Direct3D
	PresentParams.BackBufferFormat = dm.Format;    // set the back buffer format to 32-bit
	PresentParams.BackBufferWidth = this->windowb;    // set the width of the buffer
	PresentParams.BackBufferHeight = this->windowh;    // set the height of the buffer
	PresentParams.BackBufferCount = 1;

		//create Direct3D device
		this->p_d3d->CreateDevice(
			D3DADAPTER_DEFAULT,
			D3DDEVTYPE_HAL,
			this->p_windowHandle,
			D3DCREATE_HARDWARE_VERTEXPROCESSING,
			&PresentParams,
			&this->p_device);

#1PuReInSaNe

Posted 06 November 2012 - 05:30 AM

Posted Image Original File: Posted Image

I load my Sprites from a file (right image, 48x144 , .png) using D3DXCreateTextureFromFileEx. Then I use "CreateSprite" to create a sprite based on the texture. After that I draw from that sprite rectangles which are 48x48.

My problem is, ingame they are 47x45 (left side), but they should be 48x48. Everything from those sprites are drawn correctly, just not in the right size.

Resolution for the game used is 1500x900.

Code is here:

//standard Windows return value
  HRESULT result;
  //create the new texture by loading a bitmap image file
  result = D3DXGetImageInfoFromFile(filename.c_str(),&info);
  if (result != D3D_OK)  {
   w_engine->message("Fehler: Konnte Bilddaten nicht laden!");
   texture = NULL;
  }
  result = D3DXCreateTextureFromFileEx(
   w_engine->getDevice(), //Direct3D device object
   filename.c_str(),
   info.Width,			//bitmap image width
   info.Height,		   //bitmap image height
   1,					 //mip-map levels (1 for no chain)
   D3DPOOL_DEFAULT,	   //the type of surface (standard)
   D3DFMT_UNKNOWN,		//surface format (default)
   D3DPOOL_DEFAULT,	   //memory class for the texture
   D3DX_DEFAULT,		  //image filter
   D3DX_DEFAULT,		  //mip filter
   D3DCOLOR_RGBA(255,255,255, 0),			//color key for transparency
   &info,				 //bitmap file info (from loaded file)
   NULL,				  //color palette
   &this->texture );			//destination texture
  //make sure the bitmap textre was loaded correctly
  if (result != D3D_OK)  {
   w_engine->message("Fehler: Konnte Bild nicht laden!");
   texture = NULL;
  }
  D3DXCreateSprite(w_engine->getDevice(),&this->sprite);



this->sprite->Draw(this->texture,&rectangles,NULL,&pos,D3DCOLOR_RGBA(255,255,255, 255));

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