Accessing pixel information of textures
How can I access the pixel information of a Direct3dTexture8? I made a program a while back in DirectX 7 that randomly generates a rectangular planet surface and rendered it on a DirectDraw Surface. I want to alter the program so it can create a random planet texture that I can map onto a 3d sphere in Direct3D 8, any ideas on how I can do this?
thanks
As much as people hate other people regurtiatating information here is the function declaration for LockRect() of which you would use to access the information in a ID3DTexture8 with the pointer that it gives you.
HRESULT LockRect(
UINT Level,
D3DLOCKED_RECT* pLockedRect,
CONST RECT* pRect,
DWORD Flags
);
It's the same for surfaces and cube textures...
I haven't done this in a long time but if you read the documentation it should tell you how to address each pixel in the rect (texture).
[edited by - SnakeHunta on November 6, 2003 10:49:56 PM]
HRESULT LockRect(
UINT Level,
D3DLOCKED_RECT* pLockedRect,
CONST RECT* pRect,
DWORD Flags
);
It's the same for surfaces and cube textures...
I haven't done this in a long time but if you read the documentation it should tell you how to address each pixel in the rect (texture).
[edited by - SnakeHunta on November 6, 2003 10:49:56 PM]
G''day!
This tutorial shows how to lock a texture and mess with its bits.
http://www.drunkenhyena.com/docs/d3d_tutorial.phtml#DHComputedAlpha
Stay Casual,
Ken
Drunken Hyena
This tutorial shows how to lock a texture and mess with its bits.
http://www.drunkenhyena.com/docs/d3d_tutorial.phtml#DHComputedAlpha
Stay Casual,
Ken
Drunken Hyena
It isnt a good idea to read the texture information off agp,unless the texture pool declares it as being in system memory I think it would be better to keep a copy yourself.
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