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Sprite is resized


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#1 PuReInSaNe   Members   -  Reputation: 129

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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));

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);

Edited by PuReInSaNe, 06 November 2012 - 05:31 AM.


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#2 Zaoshi Kaba   Crossbones+   -  Reputation: 4176

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Posted 06 November 2012 - 09:08 AM

It seems your texture isn't power of 2. You need to use D3DX_DEFAULT_NONPOW2 flag to load them as you want to.

#3 PuReInSaNe   Members   -  Reputation: 129

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Posted 06 November 2012 - 09:20 AM

Result: Posted Image which is 48x45 each. Width is fine now, but the Height still is not right.

Changed Width and Height to D3DX_DEFAULT_NONPOW2.
result = D3DXCreateTextureFromFileEx(
   w_engine->getDevice(), //Direct3D device object
   filename.c_str(),
   D3DX_DEFAULT_NONPOW2,		    //bitmap image width
   D3DX_DEFAULT_NONPOW2,		   //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


#4 Armion   Members   -  Reputation: 272

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Posted 06 November 2012 - 12:27 PM

Something else comes to my mind.

Let's say your resolution is WxH. So you are creating a window with dimensions WxH and you are creating a backbuffer with size WxH. Then you are drawing the backbuffer to the client rect of the window. The catch is that the client area of the window is usually smaller than the window itself - the dimensions of the window also include the title bar and all the borders. This way you are trying to draw an image onto an area that can't contain it without distorting it first.

If that's the case you want to resize the window and make it larger so that it can contain client area that has the exact same size of the backbuffer. To do it you call the AdjustWindowRect system function.

Hope that helps Posted Image

Edited by Armion, 06 November 2012 - 12:27 PM.


#5 PuReInSaNe   Members   -  Reputation: 129

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Posted 06 November 2012 - 02:05 PM

Awesome, that fixed it!

Edited by PuReInSaNe, 06 November 2012 - 02:17 PM.





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