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raytracer03

how to StretchRect in managed pool?

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In DirectX, I can StretchRect between D3DPOOL_DEFAULT, but how can I stretch between managed pool? or from managed pool to default pool? I want to upload a texture into a managed pool, and scale it smaller into another texture, either managed or in video memory. I tried GetDC() of two managed pool textures then StretchBlt(hdcSource, hdcDest), the texture is scaled, but somehow lots of color noise comes out, especially at the edge of object, though the formats of textures are the same. And if I use BitBlt it's correct.

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Quote:
Original post by raytracer03
In DirectX, I can StretchRect between D3DPOOL_DEFAULT,
but how can I stretch between managed pool?
or from managed pool to default pool?


you can't stretchrect to a managed pool,

you can stretchrect from a managed pool to default pool WITH the flag RENDERTARGET
and with a supported format.

LeGreg

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