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supagu

OpenGL [DX10] CreateTexture2D from TGA

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i've got my tga loaderfrom my old opengl engine, and now i'm stufing around with a dx10 engine and want to get textures loaded. so i've got this: where tga.GetPixels() returns a pointer to the image data. tga.GetBPP() = 4, tga.GetWidth() = 512, tga.GetHeight() = 512
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UINT, tga.GetWidth(), tga.GetHeight());

	D3D10_SUBRESOURCE_DATA data[1];
	memset(&data, 0, sizeof(D3D10_SUBRESOURCE_DATA));
	data[0].pSysMem = tga.GetPixels();
	data[0].SysMemPitch = tga.GetBPP() * tga.GetWidth();

	int bpp = tga.GetBPP();

	HRESULT hr;
	hr = static_cast<const DX10Device*>(device)->GetD3DDevice()->CreateTexture2D(&desc, data, &mTexture);
	if (FAILED(hr))
        return false;

the problem seems to be the second paramter to CreateTexture2D. If i make this null i get S_OK returned, if i pass in data as shwon, i get E_INVALIDARG

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It looks like you are creating a texture with a full mipmap chain but provide initial data only for the first mipmap. CreateTexture2D requires that you pass an array of D3D10_SUBRESOURCE_DATA structs with one entry per subresources. Each mipmap is counted as a subresource.

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erm, so is there a way i can supply only the top level image and let dx generate the mipmaps?

i added:
desc.MipLevels = 1;

but it still fails

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how can i get debug errors with dx10, i remember a dxmon or soemthing in the dxsdk folder that would spew out errors but cant find anything in the june 06 sdk :-/

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Unfortunately there is currently no mip generation function included. The texture load functions support this but they don’t support the TGA format.

With only one mipmap it should work but I am not on may Vista/D3D10 test system at the moment to verify this.

Have you try the debug runtime and checked the output (in the output window from visual studio)?

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there is nothing in the vc output window relating to directx errors unfortunately.
any other way to get dx error info?

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If you have enabled the debug runtime you should get a last an information message from the runtime after the device is created. Do you have used the “D3D10_CREATE_DEVICE_DEBUG“ flag?

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okay this is what i get back after enabling debug:


Category D3D10_MESSAGE_CATEGORY_STATE_CREATION D3D10_MESSAGE_CATEGORY
Severity D3D10_MESSAGE_SEVERITY_ERROR D3D10_MESSAGE_SEVERITY
ID D3D10_MESSAGE_ID_CREATETEXTURE2D_INVALIDARG_RETURN D3D10_MESSAGE_ID
+ pDescription 0x0017f750 "ID3D10Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed." const char *




oh yay, how vague can you get :-/

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Have you enabled the debug runtime in the DirectX control panel too? For me these still locks like you run on the release runtime.

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hrmm it wont let me change from the retail version to debug. I hit apply and okay, and open it again and its back to retail.

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Quote:
Original post by supagu
hrmm it wont let me change from the retail version to debug. I hit apply and okay, and open it again and its back to retail.

Sound like your user account has not enough rights to change this.

Quote:
Original post by LeGreg
If it was not clear : the reason it fails is because you pass a texture2d_desc with the usage flag DEFAULT, AND at the same time pass an initialization structure.
This is only legal if you used the usage flag IMMUTABLE, with the restrictions of that usage flag (no rendertarget, no zbuffer, no locking (map), no autogeneration of mipmaps).

LeGreg

I disagree. I the case of an IMMUTABLE resource you have to provide initialization data. In any other case you could provide data as long as the resource is not multisampled.

Some of the examples create resources with default usage and initialization data.

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Quote:
Original post by Demirug
I disagree. I the case of an IMMUTABLE resource you have to provide initialization data. In any other case you could provide data as long as the resource is not multisampled.


Yay forget what I said :)

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