Okay. I need an alpha channel because loading 64x64 textures with a colorkey takes 3 times the time as without. (as per my benchmarking)
So, I'm trying to convert all of my textures (BMP) to PNG (or TGA) using D3DX.SaveTextureToFile (Dx8):
d3dx.SaveTextureToFile App.Path & "\test1.tga", D3DXIFF_TGA, texture, PALLETEENTRY
When
texture is correctly loaded, BMP texture.
Which gives me the invalid data error.
Which means the problem could lie in 2 placed:
- in the PALLETEENTRY (in which all values are default)
- can't convert textures with this function.
I suspect its the latter (since I can save it as a BMP fine), and that I'll probably have to stick all the textures onto a surface, then save the surface to a file. My problem is, I can't find this function in either the SDK or the MSDN (must be in there somewhere!)
Or it might be due to the paletteentry. I'm not sure which. Which is why I'm posting here... [headshake] [lol]