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How can i choose the width and height

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I''d be tempted to say : either
-use D3DXCreateTextureFromFileEx()
-use your own loading function (can be tricky, but you can load the entire file to a surface, then CreateTexture''s and CopyRect to them the parts you want)

ToohrVyk

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You can use:
HRESULT D3DXCreateTextureFromFileEx(
LPDIRECT3DDEVICE8 pDevice,
LPCTSTR pSrcFile,
UINT Width,
UINT Height,
UINT MipLevels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
DWORD Filter,
DWORD MipFilter,
D3DCOLOR ColorKey,
D3DXIMAGE_INFO* pSrcInfo,
PALETTEENTRY* pPalette,
LPDIRECT3DTEXTURE8* ppTexture
);
Parameters
pDevice
[in] Pointer to an IDirect3DDevice8 interface, representing the device to be associated with the texture.
pSrcFile
[in] Pointer to a string that specifies the file from which to create the texture.
Width
[in] Width in pixels. If this value is zero or D3DX_DEFAULT, the dimensions are taken from the file.
Height
[in] Height, in pixels. If this value is zero or D3DX_DEFAULT, the dimensions are taken from the file.
MipLevels
[in] Number of mip levels requested. If this value is zero or D3DX_DEFAULT, a complete mipmap chain is created.
Usage
[in] 0, D3DUSAGE_RENDERTARGET, or D3DUSAGE_DYNAMIC. Setting this flag to D3DUSAGE_RENDERTARGET indicates that the surface is to be used as a render target. The resource can then be passed to the pNewRenderTarget parameter of the SetRenderTarget method. If either D3DUSAGE_RENDERTARGET or D3DUSAGE_DYNAMIC is specified, Pool must be set to D3DPOOL_DEFAULT, and the application should check that the device supports this operation by calling IDirect3D8::CheckDeviceFormat. D3DUSAGE_DYNAMIC indicates that the surface should be handled dynamically. For more information about using dynamic textures, see Using Dynamic Textures.
Format
Member of the D3DFORMAT enumerated type, describing the requested pixel format for the texture. The returned texture might have a different format from that specified by Format. Applications should check the format of the returned texture. If Format is D3DFMT_UNKNOWN, the format is taken from the file.
Pool
[in] Member of the D3DPOOL enumerated type, describing the memory class into which the texture should be placed.
Filter
[in] A combination of one or more D3DX_FILTER flags controlling how the image is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER.
MipFilter
[in] A combination of one or more D3DX_FILTER flags controlling how the image is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_BOX.
ColorKey
[in] D3DCOLOR value to replace with transparent black, or 0 to disable the colorkey. This is always a 32-bit ARGB color, independent of the source image format. Alpha is significant and should usually be set to FF for opaque color keys. Thus, for opaque black, the value would be equal to 0xFF000000.
pSrcInfo
[in, out] Pointer to a D3DXIMAGE_INFO structure to be filled in with a description of the data in the source image file, or NULL.
pPalette
[out] Pointer to a PALETTEENTRY structure, representing a 256-color palette to fill in, or NULL.
ppTexture
[out] Address of a pointer to an IDirect3DTexture8 interface, representing the created texture object.

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