a puzzling problem with sprites
I am using two polygons and texturing it with a bmp i created in photoshop. When I load it in my program though the detail completely goes and it looks terrible.
The original is
http://www.maidenfans.com/splash2.jpg
and in my program it looks like this:
http://www.maidenfans.com/splash.jpg
This might be a difficult question to answer with just these details so if you need any more info just ask. I'm really puzzled because its not being scaled at all
Cheers
Dave
Planetblaze.com - www.planetblaze.com - As METAL as it gets!
[edited by - Real World on September 9, 2002 6:04:42 PM]
You might want to make sure that bilinear filtering (or any other kind of filtering) is off, or set to point/nearest. (The exact details will depend on your API).
Oh, and if that''s meant to be Blaze in the middle, he needs to be fatter.
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Oh, and if that''s meant to be Blaze in the middle, he needs to be fatter.
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Oh sorry, forgot to mention its DirectX 8.1 What should I be looking for if thats the case as most of that type of code I''ve got from tutorials.
And Blaze has lost a lot of weight since he left Maiden
And Blaze has lost a lot of weight since he left Maiden
I don''t have the DX8 SDK installed, so I don''t know the exact functions. But look for lines with ''SetRenderState'' in, especially anything resembling ''MAGFILTER'' and ''MINFILTER''.
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[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost | Asking Questions | Organising code files | My stuff ]
if(FAILED(m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE))) { LogError("SetRenderState: D3DRS_ALPHABLENDENABLE Failed"); return false; } else { //Set how the texture should be blended (use alpha) m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); LogInfo("SetRenderState: D3DRS_ALPHABLENDENABLE OK"); }
Thats the only renderstate I have in there thats active. I don''t THINK theres any filtering. I tried adding some and it 1/4 the frame rate so i took it off.
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