"How to" textures

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Hello, I have a couple of basic texture questions that I'm hoping somebody will be able to quickly help me with. 1) I'm trying to draw a white triangle. If I comment out all texture code, I do get my white triangle. Then I add the texture, and get a shaded triangle. Then I release my texture, and remove FVF_TEX1 from my vertex list, and draw the triangle again. I get the same triangle. It's like the texture is still there. Do I need to do anything oter than texture->Release() and not have a reference to texture coordinates in my vertices in order to eliminate the references to the texture? 2) My texture is a gray scale. Any ideas why I'm getting a reddish triangle, rather than a grayscale triangle? Thanks.

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1) don't know
2) do you either have the vertex colors set to red, or a red light in the scene?

-me

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Hello there.

The texture is still bound to the texture unit with the SetTexture command and still has a reference on it, so it is not actually out of memory. If you set the texture in unit 0 to NULL it will completely unbind the texture and it should go back to how it was before.

I don't have the SDK docs handy right here, so I don't know the exact setup but that should give you a good start.

-Jeremiah

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Setting the texture on unit 0 to NULL did remove the texture. Thanks.

Now for my color problem: my colors aren't really coming through, so I did the following:

1) Set my texture to a solid red: 0xff. Indeed, I get a solid red triangle

2) Set my texture to a solid blue: 0xff0000. I get a solid blue triangle

3) Set my texture to a solid green: 0x00ff. I get nothing! Where did my green channel go?

Thanks again.

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I've got the problem narrowed down to a manageable level where somebody can actually help me.

codesampler.com dx9_texture example

Then I substituted their loadTexture function with the code below. All it does is create the texture in a BMP file format. The texture itself is a single pixel. The code shows how I try to make the pixel in the texture red, or green, or blue.

If I make it red, I see the square. If I make it either green or blue, I see nothing.

Any ideas?

Thanks.

void loadTexture( void ){   char pixels[88];   int i,*ival;   unsigned int *uint;   short *sval;   for(i=0; i<88; ++i) pixels[i] = 0;   /* identify as BMP */   pixels[0] = 'B';   pixels[1] = 'M';   /* file size */   ival = (int*)(pixels+2);   *ival = 88;   /* beginning of pixel data */   ival = (int*)(pixels+10);   *ival = 56;   /* header size */   ival = (int*)(pixels+14);   *ival = 40;   /* texture dimensions (1x1) */   ival = (int*)(pixels+18);   *ival = 1;   ival = (int*)(pixels+22);   *ival = 1;   /* plane */   sval = (short*)(pixels+26);   *sval = 1;   /* size per pixel */   ival = (int*)(pixels+28);   *ival = 32;   uint = (unsigned int*)(pixels+56);   /* set red */   *uint = 0x000000ff;   /* set green */   *uint = 0x0000ff00;   /* set blue */   *uint = 0x00ff0000;   D3DXCreateTextureFromFileInMemory(            g_pd3dDevice,(LPCVOID)pixels,88,&g_pTexture);	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);}

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I believe I found my answer, after some trial and error. It turns out I got things to work by storing 24 bits per pixel in the BMP file, rather than 32 bits. Don't exactly why this is the case, since if I dump my memory allocation to a file I can open the resulting 32-bit BMP file in any graphic viewer, so the BMP file in memory is ok. But changing it to 24 bits per pixel made everything work.

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Which byte is supposed to be alpha in 32-bit BMP? If it's the first byte, your red/green/blue contants all had zero alpha in 32-bit, making the object invisible. If it's the last byte, then only your red color is visible (though it is black) and the other 2 colors are invisible.

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jaafit,

Not clear I get your point. My understanding is that the higher bits get the value of alpha. If that's the case, then you're right that alpha is zero everywhere. However, I do see color in some cases and not in others. I can't explain that.

Also, if I set the highest bits to 1, nothing seems to change. And, if I take a visible setup that only shows red, and add, say, green bits to it, only the red shows up.

In other words, no matter what I do, I can only see red.

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