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Chikei

modifying texture and render 2D graphics by sprite

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Hello everyone, I am trying to render some 2D graphics by using ID3DXSprite. But the only graphic format available for me is HBITMAP, so i try to load the graphics by directly copying into locked texture. However after loaded the graphics my window shows only white( I was setting background to gray) , and I try to dump the loaded texture by D3DXSaveTextureToFile, the result is the same graphics except upside-down. So I wondering if I missed some procedure or if there is better way to load HBITMAP into texture. This is my loading code
void * buff = malloc( size.x * size.y * 4);
BITMAPINFO BitInfo;
ZeroMemory(&BitInfo, sizeof(BITMAPINFO));
BitInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
HDC screenDC = CreateDC ( TEXT("DISPLAY"), NULL, NULL, NULL );

GetDIBits( screenDC, hBitmap, 0, 0, NULL, &BitInfo, DIB_RGB_COLORS);
BitInfo.bmiHeader.biBitCount = 32;
BitInfo.bmiHeader.biCompression = 0;
BitInfo.bmiHeader.biSizeImage = size.x * size.y * 4;

GetDIBits( screenDC, hBitmap, 0, size.y, buff, &BitInfo, DIB_RGB_COLORS);
D3DXCreateTexture( D3DDevice, size.x, size.y, 0, D3DX_DEFAULT, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &texture);	
D3DLOCKED_RECT locked;
texture->LockRect( 0, &locked, NULL, 0);
Decoded32bitARGB *pDst = reinterpret_cast< Decoded32bitARGB* >( locked.pBits );
BYTE * pSrc = reinterpret_cast< BYTE *>( buff);
DPitch = locked.Pitch/4;
int k=0;
for (int i=0; i<size.y; ++i)
{
	for (int j=0; j<size.x; ++j)
	{
		pDst[i*DPitch+j].A = *(pSrc+k); k++;
		pDst[i*DPitch+j].R = *(pSrc+k); k++;
		pDst[i*DPitch+j].G = *(pSrc+k); k++;
		pDst[i*DPitch+j].B = *(pSrc+k); k++;
	}
}
texture->UnlockRect( 0);
free( buff);

and this is my code for rendering by sprite
D3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(128, 128, 128), 1.0f, 0);
D3DDevice->BeginScene();
if( NULL != sprite)
{
	if( SUCCEEDED( sprite->Begin( D3DXSPRITE_ALPHABLEND ) ) )
	{
		if( NULL != texture)
		{
			sprite->Draw( texture, NULL, NULL, NULL, 0xFFFFFFFF);
		}
		sprite->End();
	}
}
D3DDevice->EndScene();
D3DDevice->Present( NULL, NULL, NULL, NULL);

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