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Textures, SPRITES, etc...

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When I load a textured bitmap, it changes size when I draw it to the backbuffer. I don't understand. Does anyone know anythinga about this? Thanks!

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If the images dimensions are not powers of two (256x256, 512x512, etc.), then DX will resize it to the next closest power of two. This will cause your image to stretch in one or both dimensions.

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I will defiently try that. Here is some of the code that might help you understand the problem better.

//set Direct3D presentation parameters
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = (!fullscreen);
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_R5G6B5;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferWidth = width;
d3dpp.BackBufferHeight= height;
d3dpp.hDeviceWindow = hWnd;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

....

//creat the new texture by loading a btimap image file
D3DXCreateTextureFromFileEx(
d3ddev, //Direct 3d device object
filename, //bitmap filename
info.Width, //bitmap image width
info.Height, //bitmap image height
1, //mip-map levles (1 for no chain)
D3DPOOL_DEFAULT, //the type of surface (standard)
D3DFMT_UNKNOWN, //surface format (default)
D3DPOOL_DEFAULT, //memory class for the texture
D3DX_DEFAULT, //image filter
D3DX_DEFAULT, //mip filter
transcolor, //color key for transparency
&info, //bitmap file info (from loaded file)
NULL, //color palette
&texture); //destination texture

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Guest Anonymous Poster
Thanks fellas. I changed the dimensions of the bitmap and it totally worked! like you had mentioned, DirectX must have been streteching the bitmap out since it wasn't a power of 2 bitmap!

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