Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

lubby

directx8 textures

This topic is 5755 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


      

typedef struct{
 LPDIRECT3DTEXTURE8	*texture;
}tex_t;
tex_t tex;
//=========================

void createtexture(char *filename, LPDIRECT3DTEXTURE8 tex)
{
 if (D3D_OK != D3DXCreateTextureFromFile( g_pd3dDevice, filename, &tex)){
 // handle error

}
}
//=========================

void render(void)
{
 for (int i=0;i<10;i++){
  g_pd3dDevice->SetTexture(0, tex.texture[i]);
  rendermodel(i);
 }
}
//=========================

void main(void)
{

 tex.texture = (LPDIRECT3DTEXTURE8 *) malloc(sizeof(LPDIRECT3DTEXTURE8) * 10);

 for (int i=0;i<10;i++){
  createtexture("tex.bmp", tex.texture[i]);
 }

 while(display){
  render();
 }

}

      
can anyone tell me this does not work please :D All seems ok but as soon as i bind the texture with device->SetTexture() the app exits. Even using debug directx no errors are shown. Just a nasty exit. Ive checked result of D3DXCreateTextureFromFile and it it returning D3D_OK so i guess that it is working up till that far. [edited by - lubby on October 19, 2002 1:45:51 PM] [edited by - lubby on October 19, 2002 2:15:06 PM]

Share this post


Link to post
Share on other sites
Advertisement
you''re passing in a copy of your texture pointer to the create function, not the actual address of your texture object.

Share this post


Link to post
Share on other sites
Change your function to pass the address of the pointer, not the pointer itself... as in....


  
void createtexture(char *filename, LPDIRECT3DTEXTURE8* tex)
{
if(D3D_OK != D3DXCreateTextureFromFile(g_pd3dDevice, filename, tex)) { // handle error

}
}

//=========================

void main(void)
{
tex.texture = (LPDIRECT3DTEXTURE8 *) malloc(sizeof(LPDIRECT3DTEXTURE8) * 10);
for(int i=0; i<10; ++i) {
createtexture("tex.bmp", &tex.texture[i]);
}
while(display) {
render();
}
}


At least that''s what looks like the problem off hand.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!