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Qatal

saving DDS files...how?

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my terrain renderer requires unique textures for each block, which are generated by the editor by blending between several textures using 2d math. the problem i have found is that i dont know how to write out the resulting textures to DDS format. how do you do it? Thanks Chris

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quote:
Original post by Qatal
my terrain renderer requires unique textures for each block, which are generated by the editor by blending between several textures using 2d math.

the problem i have found is that i dont know how to write out the resulting textures to DDS format.

how do you do it?

Thanks
Chris


Hello.

You could use D3DXSaveTextureToFile specifying D3DXIFF_DDS as "DestFormat".



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quote:
Original post by Qatal
my terrain renderer requires unique textures for each block, which are generated by the editor by blending between several textures using 2d math.

the problem i have found is that i dont know how to write out the resulting textures to DDS format.

how do you do it?

Thanks
Chris


If you have acsess to photoshop you can get a plugin wich makes .dds files very nicely at nvidias developersite.
Store as .raw or .tga your self, load in photoshop & export to
dds from there.

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quote:
Original post by cthulhu78
quote:
Original post by Qatal
my terrain renderer requires unique textures for each block, which are generated by the editor by blending between several textures using 2d math.

the problem i have found is that i dont know how to write out the resulting textures to DDS format.

how do you do it?

Thanks
Chris


Hello.

You could use D3DXSaveTextureToFile specifying D3DXIFF_DDS as "DestFormat".







i did not see this in the dx8 sdk reference??

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