hr = D3DXCreateTextureFromFileEx( m_pd3dDevice, "1.TGA", D3DX_DEFAULT, D3DX_DEFAULT, 0, 0,D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0,NULL,NULL,&textures[0]);
hr = D3DXCreateTextureFromFileEx( m_pd3dDevice, "1.TGA",D3DX_DEFAULT, D3DX_DEFAULT, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_SYSTEMMEM, D3DX_DEFAULT, D3DX_DEFAULT, 0,NULL,NULL, &textures[1]);
IDirect3DSurface9 *srcSurface;
IDirect3DSurface9 *dstSurface;
textures[0]->GetSurfaceLevel(0,&srcSurface);
textures[1]->GetSurfaceLevel(0,&dstSurface);
hr = m_pd3dDevice->UpdateSurface (srcSurface,NULL,dstSurface,NULL);
if (hr != D3D_OK)
LOG("ERROR: TEXTURE BLIT %x\n",hr);
hr always returns D3DERR_INVALIDCALL. What am I doing wrong? It's the same file (just want to get it to work at this point) so all the formats and sizes should be the same. The memory format is as DirectX expects it. What am I doing wrong?
[edited by - ataru on October 7, 2003 1:32:52 PM]
UpdateSurface
I need help with update surface. I am getting invalid data errors, but I've followed the internal docs precisley.
This is what I do:
BAH! Stupid me, just had to flip source and dst.
I still wish DirectX would provide a slightly better error lookup.
I still wish DirectX would provide a slightly better error lookup.
Change to the Debug runtime in Control Panel -> DirectX. Crack up the error output all the way. Run DXSDK\bin\DXUtils\dbmon.exe. Have fun.
.. or simply run your executable through VS'' debugger and watch the output window (after enabling debug output in dx control panel, of course)
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