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K A Z E

OpenGL 2 Problems: with resizing back buffer & IDirect3DDevice9 CreateTexture

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1) I was playing around with the SetViewport function I found and noticed that if I created a viewport with the parameters {0, 0, ClientWidth, ClientHeight}, and did that in my SetupView function like I do in OpenGL, which is called whenever I resize my window, when I restore my window, which I created maximized, back to its restored size of 640x480, the viewport is smaller than the client area of the window... (was that sentence a run-on or not? With all the commas I put, it kind of sounds right to me. =) ) Well, after looking through the D3D docs a while, I realized this is because the back buffer size of my D3DDevice is still 1024x712, the size of the client area of my maximized window. Well I thought no big deal, if I wanted to have multiple viewports I would just set their width and height to a fraction of the back buffer width instead of the actual client area of the window. Then I noticed that when I shrink my window or worse, enlarge it from whatever the original client area of the window was when I created it (and thus the back buffer width), the whole scene would be scrunched or stretched to fit the new client area. Yikes. Not pretty. Especially if I created the window NOT maximized and then maxed it. Well after looking through the docs some more, I found a way to fix it. The Reset function of the IDirect3DDevice9 object. Whoops. Another problem. If I did this, I would have to re-create all my textures and stuff. And that wouldn't be good if I had a lot of them. So what can I do about this? Is there any way to resize the back buffer OTHER than resetting? 2) I posted this in for beginners a few days ago but never got it answered. I'm trying to make an image loader class that manually loads images in and creates a texture for them instead of using D3DXCreateTextureFromFile because I want to keep information about the images like width, height, etc... Well I just copied/pasted the loading code I wrote for my OpenGL image loader, and then set about making a GenerateTexture function. The problem is, it failes when I call the IDirect3DDevice9 CreateTexture function. Here's the code from the function:
void D3DImage::GenerateTexture(LPDIRECT3DDEVICE9 D3DDevice, UINT MipmapLevels)
{
	DeleteTexture(); // If, for whatever reason, this function has already been
	                 // called and a texture exists, release it before generating
	                 // this one
	// Width (UINT), Height (UINT), bAlpha (bool), and Texture (LPDIRECT3DTEXTURE9)
	// are member variables
	if(FAILED(D3DDevice->CreateTexture(Width, Height, MipmapLevels, 0, bAlpha ? D3DFMT_A8R8G8B8 : D3DFMT_R8G8B8, D3DPOOL_MANAGED, &Texture, NULL)))
	{blah blah...;}
...
}


The image is 512x512, 24-bit, and I'm trying to generate only 1 level. The function is returning D3DERR_INVALIDCALL. So what am I doing wrong here? Why is it failing? Any help would be appreciated. Thanks in advance. And sorry for post being so long. I didn't intend it to be. =) EDIT: Solved problem 2. Apparently it was failing because of the D3DFMT_R8G8B8. It has to be D3DFMT_X8R8G8B8 instead. [Edited by - K A Z E on September 28, 2006 3:46:26 AM]

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