D3D9: Loading & displaying an image w/ variable transparency

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5 comments, last by Asheh 19 years, 2 months ago
I'd like to display an image with variable transparency. I tried using D3DXCreateTextureFromFileEx to load a PNG image and the D3DXSprite interface to display it. As you can see, everything's fine on this computer (GeForce 2): http://skonet.ivgn.cc/ss1.jpg However, it won't appear correctly on my old computer (Voodoo 3): http://skonet.ivgn.cc/ss2.gif Could someone take a look at my project's source code and help me out? http://skonet.ivgn.cc/source.zip Thanks!
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Just from looking at the images, it looks like the Voodoo3 isn't filtering the texture, perhaps because it can't. Could you upload the texture file itself?

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

Here it is:
http://skonet.ivgn.cc/sun.png
Well, don't mind my saying so, but Voodoo3 video cards are garbage. There is a pile of stuff that they don't support. I wouldn't worry about supporting them, unless you want your program to run on older/slower machines.
Is there a way, using DirectX, I could detect whether the video card supports that feature?
Look into the caps of the device, in the SDK its device->GetCaps or just plain GetDeviceCaps, it returns a big structure filled with everything the video vard supports.

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