As eppo said, you can use PIX to capture a frame of your game while it's running, and then view the it's resources. That will let you see what your texture looks like after it's been loaded into the GPU.
God knows what D3DXCreateTextureFromFileEx does internally... From the looks of it, it is "pre-multiplying" your RGB values with your alpha values... which as Daaark said, is helpful if you want to use alpha blending, but isn't helpful if you just want to use alpha-testing.
You could try loading the TGA file yourself instead of using the D3DX helper library to do it...
http://nothings.org/stb_image.c
http://nehe.gamedev.net/tutorial/loading_compressed_and_uncompressed_tga's/22001/
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#1Hodgman
Posted 05 February 2013 - 04:30 PM
As eppo said, you can use PIX to capture a frame of your game while it's running, and then view the it's resources. That will let you see what your texture looks like after it's been loaded into the GPU.
God knows what D3DXCreateTextureFromFileEx does internally... From the looks of it, it is "pre-multiplying" your RGB values with your alpha values... which as Daaark said, is helpful if you want to use alpha blending, but isn't helpful if you just want to use alpha-testing.
You could try loading the TGA file yourself instead of using the D3DX helper library to do it...
http://nothings.org/stb_image.c
http://nehe.gamedev.net/tutorial/loading_compressed_and_uncompressed_tga's/22001/
God knows what D3DXCreateTextureFromFileEx does internally... From the looks of it, it is "pre-multiplying" your RGB values with your alpha values... which as Daaark said, is helpful if you want to use alpha blending, but isn't helpful if you just want to use alpha-testing.
You could try loading the TGA file yourself instead of using the D3DX helper library to do it...
http://nothings.org/stb_image.c
http://nehe.gamedev.net/tutorial/loading_compressed_and_uncompressed_tga's/22001/