I think the black bars appear because texture transparency is not drawn properly. For example my main menu bar should be drawn a little bit transparent like in the openGL pickture I included above.
My DrawGlyph function does render a transparent texture at whitespaces. This shouldnt be the problem because it is working in OpenGL aswell.
EDIT: I am providing my AddTexture and DrawTexture function:
public STexture AddTexture(Bitmap bmp, string TexturePath)
{
STexture texture = new STexture(-1);
if (bmp.Height == 0 || bmp.Width == 0)
return texture;
int MaxSize;
switch (CConfig.TextureQuality)
{
case ETextureQuality.TR_CONFIG_TEXTURE_LOWEST:
MaxSize = 128;
break;
case ETextureQuality.TR_CONFIG_TEXTURE_LOW:
MaxSize = 256;
break;
case ETextureQuality.TR_CONFIG_TEXTURE_MEDIUM:
MaxSize = 512;
break;
case ETextureQuality.TR_CONFIG_TEXTURE_HIGH:
MaxSize = 1024;
break;
case ETextureQuality.TR_CONFIG_TEXTURE_HIGHEST:
MaxSize = 2048;
break;
default:
MaxSize = 512;
break;
}
int w = bmp.Width;
int h = bmp.Height;
if (h >= w && w > MaxSize)
{
h = (int)Math.Round((float)MaxSize / bmp.Width * bmp.Height);
w = MaxSize;
}
if (w >= h && h > MaxSize)
{
w = (int)Math.Round((float)MaxSize / bmp.Height * bmp.Width);
h = MaxSize;
}
Bitmap bmp2 = new Bitmap(w, h);
Graphics g = Graphics.FromImage(bmp2);
g.DrawImage(bmp, new Rectangle(0, 0, w, h));
g.Dispose();
texture.width = bmp2.Width;
texture.height = bmp2.Height;
texture.w2 = texture.width;
texture.h2 = texture.height;
texture.width_ratio = texture.width / texture.width;
texture.height_ratio = texture.height / texture.height;
BitmapData bmp_data = bmp2.LockBits(new Rectangle(0, 0, bmp2.Width, bmp2.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
using (MemoryStream stream = new MemoryStream())
{
bmp2.Save(stream, ImageFormat.Bmp);
stream.Position = 0;
//Texture t = Texture.FromStream(m_Device, stream);
Texture t = Texture.FromStream(m_Device, stream, 0, w, h, 0, Usage.None, Format.A8R8G8B8, Pool.Managed, Filter.Default, Filter.Linear, 0);
t.AutoMipGenerationFilter = TextureFilter.Linear;
t.GenerateMipSublevels();
//t = Texture.FromStream(m_Device, stream);
_D3DTextures.Add(t);
}
bmp2.UnlockBits(bmp_data);
bmp2.Dispose();
// Add to Texture List
texture.index = _D3DTextures.Count - 1;
texture.color = new SColorF(1f, 1f, 1f, 1f);
texture.rect = new SRectF(0f, 0f, texture.width, texture.height, 0f);
texture.TexturePath = String.Empty;
_Textures.Add(texture);
return texture;
}public void DrawTexture(STexture Texture, SRectF rect, SColorF color, SRectF bounds, bool mirrored)
{
if ((Texture.index >= 0) && (_Textures.Count > 0) && (_D3DTextures.Count > Texture.index))
{
float x1 = (bounds.X - rect.X) / rect.W * Texture.width_ratio;
float x2 = (bounds.X + bounds.W - rect.X) / rect.W * Texture.width_ratio;
float y1 = (bounds.Y - rect.Y) / rect.H * Texture.height_ratio;
float y2 = (bounds.Y + bounds.H - rect.Y) / rect.H * Texture.height_ratio;
if (x1 < 0)
x1 = 0f;
if (x2 > Texture.width_ratio)
x2 = Texture.width_ratio;
if (y1 < 0)
y1 = 0f;
if (y2 > Texture.height_ratio)
y2 = Texture.height_ratio;
float rx1 = rect.X;
float rx2 = rect.X + rect.W;
float ry1 = rect.Y;
float ry2 = rect.Y + rect.H;
if (rx1 < bounds.X)
rx1 = bounds.X;
if (rx2 > bounds.X + bounds.W)
rx2 = bounds.X + bounds.W;
if (ry1 < bounds.Y)
ry1 = bounds.Y;
if (ry2 > bounds.Y + bounds.H)
ry2 = bounds.Y + bounds.H;
rect.Z = 1f;
//y1 = y1*-1;
rx1 = (((rx1-0.5f) * 2) / 1280) - 1f;
rx2 = (((rx2 -0.5f) * 2) / 1280) - 1f;
ry1 = (((ry1-0.5f) * 2) / 720) - 1f;
ry2 = (((ry2-0.5f) * 2) / 720) - 1f;
DataStream stream = _VertexBuffer.Lock(0, 0, LockFlags.None);
Color c = Color.FromArgb((int)(color.A*255), (int)(color.R*255), (int)(color.G*255), (int)(color.B*255));
stream.WriteRange(new[] {
new TexturedColoredVertex(new Vector3(rx1, ry1*-1f, rect.Z + CGraphics.ZOffset), new Vector2(x1, y1), c.ToArgb()),
new TexturedColoredVertex(new Vector3(rx1, ry2*-1f, rect.Z + CGraphics.ZOffset), new Vector2(x1, y2), c.ToArgb()),
new TexturedColoredVertex(new Vector3(rx2, ry2*-1f, rect.Z + CGraphics.ZOffset), new Vector2(x2, y2), c.ToArgb()),
new TexturedColoredVertex(new Vector3(rx2, ry1*-1f, rect.Z + CGraphics.ZOffset), new Vector2(x2, y1), c.ToArgb()),
});
_VertexBuffer.Unlock();
m_Device.VertexDeclaration= TexturedColoredVertex.GetDeclaration(m_Device);
m_Device.SetTexture(0, _D3DTextures[Texture.index]);
m_Device.SetStreamSource(0, _VertexBuffer, 0, Marshal.SizeOf(typeof(TexturedColoredVertex)));
m_Device.DrawPrimitives(PrimitiveType.TriangleFan, 0, 2);
}
}I am looking for a way to make textures a bit transparent.