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Texture sizes and backgrounds

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I''m trying to make a 2D game using DirectX Graphics, and I''m having a small problem with textures. It seems that using the D3DXLoadTextureFromFile() function, if the function isn''t a direct power of 2 (2, 4, 8, 16, 32, 64...) it''ll resize it to the appropriate size. However, I don''t want it to resize to that. Right now I''m just setting the texture coordinates as per the following:
void gBackground::setTexture(IDirect3DTexture8 *pTex)
	screenTex = pTex;
	if(screenTex == NULL)
		loaded = 0;
		loaded = 1;
		screenTex->GetLevelDesc(0, &surfDesc);
		width = surfDesc.Width;
		height = surfDesc.Height;
		verts[0].u = 0.0f;
		verts[0].v = MIN(screenH/height, 1.0f);
		verts[1].u = 0.0f;
		verts[1].v = 0.0f;
		verts[2].u = MIN(screenW/width, 1.0f);
		verts[2].v = verts[0].v;
		verts[3].u = verts[2].u;
		verts[3].v = 0.0f;

and leaving the vertices themselves at the corner of the screen.

I''m wondering if there''s possibly a better way to do this. Possibly using a surface instead of a texture, but I''m not sure if a surface will resize the picture as well.

She walked into my office like a centipede with 98 missing legs.

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Ahh your using 8.0 I take it. Not sure in 8.0 though sorry :-(

In 9.0 you can use D3DXCreateTextureFromFile so that you can specify the size of the texture. Managed 9.0 Has this too.

[edited by - 3dxd on June 10, 2004 12:41:04 AM]

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Yes, in 8.0 use the function (In VB, should be easy enough to understand though):


Most of the parameters can just be set to default values, you may want to find a tutorials or something, it takes quite a few (13) parameters, some of which I don''t fully understand...

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If this is for use in a place where performance isn''t critical (like a splash screen, main menu, etc) you can load it into a surface and use CopyRects to copy it to the backbuffer. It''s a "slow" method though so I wouldn''t use it in-game.

For in-game you have 2 real choices:
1)cut up the background into multiple power-of-2 textures. This saves memory but is more hassle
2)Load the background into a paint program and resize the canvas to be a power-of-2. This way you have a non-pow2 image sitting in a pow2 texture with black surrounding it. Then set your tex coordinates to juse use the sub-rect you need. This takes up more memory, but it''s trivial to do.

Stay Casual,

Drunken Hyena

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See I would do that last approach, but I''d rather not have to get the level designers (either me or a modder) to have to write a separate level description txt file which contains the real dimensions of the background. I think I''ll try the separating thing, but I dunno how well that''ll go. We''ll see... I might try some other approaches.

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