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skyman_cn

A question about D3DXCreateTexture()

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Hi all, I use D3DXCreateTexture() to create a 512*512 texture, the code is as follows: --------------------------------------------- int width = 512, height = 512; float imageData[512][512][3]; int index = 0; int x,y; for(x=0; x<width; x++) { for(y=0; y<height; y++) { if(x==0 || x==width-1 || y==0 || y==height-1) imageData[x][y][0] = imageData[x][y][1] = imageData[x][y][2] = 1.0f; else imageData[x][y][0] = imageData[x][y][1] = imageData[x][y][2] = (2 + rand() % 5)/10.0f; } } HRESULT hr = 0; hr = D3DXCreateTexture(Device, width, height, 0, 0, D3DFMT_R8G8B8, D3DPOOL_MANAGED, &pRandomTexture); if(FAILED(hr)) MessageBox(0,"D3DXCreateTexture() error!",0,0); hr = pRandomTexture->GetSurfaceLevel(0, &pRandomRenderSurface); if(FAILED(hr)) MessageBox(0,"GetSurfaceLevel() error!",0,0); D3DSURFACE_DESC surfaceDesc; hr = pRandomRenderSurface->GetDesc(&surfaceDesc); if(FAILED(hr)) MessageBox(0,"GetDesc() error!",0,0); D3DLOCKED_RECT lockedRect; hr = pRandomRenderSurface->LockRect(&lockedRect, 0, 0); // entire surface if(FAILED(hr)) MessageBox(0,"LockRect() error!",0,0); DWORD* imageDataTemp = (DWORD*)lockedRect.pBits; for(int i = 0; i < surfaceDesc.Height; i++) { for(int j = 0; j < surfaceDesc.Width; j++) { int index = i * (lockedRect.Pitch / 4) + j; // because pitch is in bytes, and 4 bytes per DWORD imageDataTemp[index] = D3DCOLOR_XRGB(int(imageData[j][0]*255.0f), int(imageData[j][1]*255.0f), int(imageData[j][2]*255.0f)); } } pRandomRenderSurface->UnlockRect(); D3DXSaveTextureToFile("height-alpha.bmp", D3DXIFF_BMP, pRandomTexture, NULL); d3d::Release<LPDIRECT3DTEXTURE9>(pRandomTexture); d3d::Release<LPDIRECT3DSURFACE9>(pRandomRenderSurface); -------------------------------------------------------------------------- But when I run it, it prompts an error: Unhandled exception at 0x00413885 in TexQuad.exe: 0xC00000FD: Stack overflow. However, when I set width=height=256, it runs ok! Can anyone tell me why? Thanks in advance!

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You can't allocate 512x512x3 floats on the stack. That's just too big. Use new and delete to allocate it on the heap:
float *imageData = new float[512][512][3];

// Use data...

delete [] imageData;
(don't forget to delete when you're done with it so you don't leak memory.)

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The stack thing above looks like a probable fix, but there is another bug. You card likely doesn't support R8G8B8, and D3DX is silently upgrading to X8R8G8B8, so your code works. If you run this code on a card that supports R8G8B8, your code won't work. It's all designed around moving DWORDs, assuming the pitch is a DWORD multiple, etc. The easiest fix would be to actually request a 32-bit texture.

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