D3DXCreateTextureFromFileInMemory S_FAIL

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4 comments, last by TimSarbin 11 years, 3 months ago

Topic says it all. I'm attempting to create a texture from a file I already have stored in memory. Calling D3DXCreateTextureFromFileInMemory results in an S_FALSE result. Here's the relevant code:


void MapEditor::LoadTileset(const char* data, const UINT size) {
	if (d3dTexture != NULL) {
		d3dTexture->Release();
	}
	if (HRESULT hr = D3DXCreateTextureFromFileInMemory(d3dDevice, (LPCVOID)data, size, &d3dTexture) != D3D_OK) {
		wxMessageBox( "Error loading tileset data!", "Error", wxOK | wxICON_ERROR );
	};
}

I set a breakpoint and verified that size perfectly matches the size of the file in bytes, and that data points to a buffer that starts with the proper PNG header, so I'm guessing it's some other type of setup fail :-/ The image is exactly 256x256 pixels in size (power of two) and DOES have a transparency layer. I HAVE enabled D3DRS_ALPHABLENDENABLE as well. This is using DirectX9.

Any ideas on where to start?

Thanks a lot!

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First thing to check should be what's the type of error you're getting. use dxerr for the returned hr value and check the type of error.

Also, in your first if condition, don't forget to do this also : "d3dTexture = NULL;" immediately after you call Release.

It's good practice.

^As above, see the documentation on the return values for that function: http://msdn.microsoft.com/en-us/library/windows/desktop/bb172803(v=vs.85).aspx

If the function fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_OUTOFVIDEOMEMORY, D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.[/quote]

Thanks! I'm in the process of creating that function so I simply hadn't added it yet, but I went ahead and did it so I won't forget later smile.png

Anyway, I linked the lib and added a tracew and got the actual error: D3DERR_INVALIDCALL. I also replaced the standard call with the EX version and added a get image info function, which also fails (the INVALIDCALL is comming from that first block). Looks like I'm off to a GREAT start sleep.png


	D3DXIMAGE_INFO info;
	HRESULT hr = D3DXGetImageInfoFromFileInMemory((LPCVOID)data,size,&info);
	if (FAILED(hr)) {
		DXTraceW(__FILE__, __LINE__, hr, TEXT("Error"), true);
		wxMessageBox( "Error getting image info for tileset data!", "Error", wxOK | wxICON_ERROR );
		return;
	}

	if (FAILED(D3DXCreateTextureFromFileInMemoryEx(d3dDevice, (LPCVOID)data, size, info.Width, info.Height,
		1, 0, info.Format, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &d3dTexture))) {
		d3dTexture = NULL;
		wxMessageBox( "Error loading tileset data!", "Error", wxOK | wxICON_ERROR );
	};

^As above, see the documentation on the return values for that function: http://msdn.microsoft.com/en-us/library/windows/desktop/bb172803(v=vs.85).aspx

If the function fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_OUTOFVIDEOMEMORY, D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.

Yup, that's tab #2 on chrome :) Hence my confusion with S_FALSE. Now that I know how to get the real error, at least I have a starting point.

Apparently while i was shuffling code I forgot to set the size and was 0, now I get INVALIDDATA instead of INVALIDCALL smile.png

**EDIT**

Checked out the console output now that i'm linking to debug libs. It says:

D3DX: Unsupported file format

So I guess D3D9 does not support PNG? If not then I guess I can just load it myself via libpng and pixel buffers.

**EDIT2**

Upon further research, my C++ style of loading via ifstream was full of fail. For kicks I reverted to the C style of fopen with "rb" and what do you know, load successful :D

Thanks again guys!

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