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Filling D3D8 textures with RGBA pixel values by hand

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I have a buffer with pixels in RGBA format (1 byte each) and I would like to iterate this buffer and fill a D3D8 texture. Could someone point me out some tutorial about this or make me a brief explanation? Thank you very much in advance.

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Create a valid Texture object.
Lock that Texture object.
Copy the RGB(A) values.
Unlock that Texture object.
Loop: Use that Texture object.
Release that Texture object.

.lick

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Does it works the same than with Ddraw surfaces?

EDIT: I know this may be easy, but I'm having some problems to get my mind into programming this days. Like blocked or something..

[edited by - xaxa on July 27, 2003 7:41:54 AM]

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