Sign in to follow this  

[MDX] Textures stretching

This topic is 3838 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I'm having a weird problem with some of the tiles stretching, you can see it in the picture below, they are all identical textured quads. Any ideas? Using DirectX 9 and C# EDIT: These forums use regular HTML 'img' tags, not BBCode. [Edited by - jollyjeffers on June 11, 2007 6:54:22 AM]

Share this post


Link to post
Share on other sites
Help us to help you - give us some more technical detail to work with:

1. "textured quads" is that through the standard sprite interface, or have you made your own? Any useful implementation details?

2. How are you repeating them? Lots of individual calls with a different transform, or are you pre-generating them and submitting as one huge batch?

3. Any other useful bits of information regarding your implementation?


Jack

Share this post


Link to post
Share on other sites
Are you sure your backbuffer size is the size of the window? When you create a new window, you pass the total height and width of the window to WinAPI. This height includes the top title bar, as well as the borders on each side of the window.

When you then create a backbuffer using the same dimesions, the backbuffer is larger than the actual client area of the window, forcing DX to resize your backbuffer each time it is presented.

Try setting the Form.ClientSize property to the size of your backbuffer, or grab the values you use for the backbuffer from the form's properties. That should help artifacts, if they are caused by this inaccuracy.

Hope this helps.

Share this post


Link to post
Share on other sites

This topic is 3838 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this