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Phillip Schuster

Loading BMP as a D3DIM Texture does not work

1 post in this topic

Try using BitBlt instead of StretchBlt, scence you are not stretching the bitmap anyhow. (The old D3D tutorials used BitBlt)

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Hi !!

I have a problem loading a bitmap into a Direct3D Immediate Mode Texture, well it seems to be so. I don't get any error, but my cube is not textured. Using the D3DFramework and loading the Texture works fine.
I am using DirectX 6 and MSVC 6 !

This is my code to load the bmp:

BOOL CTexture::LoadBMP(char *strFilename)

extern HINSTANCE ghInstance;
extern CRenderer Renderer;
extern HWND hWndMain;

if (hBm == NULL) {
MessageBox(hWndMain,"Loading Bitmap failed","3D Engine",0);
return FALSE;


ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
ddsd.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
ddsd.dwWidth = Bm.bmWidth;
ddsd.dwHeight = Bm.bmHeight;
ddsd.dwTextureStage = 0;

if (Renderer.pDD4->CreateSurface(&ddsd, &pDDSurface, NULL) != DD_OK) {
MessageBox(hWndMain,"Texture Surface Creation failed","3D Engine",0);
return NULL;

HDC hdcImage;
HDC hdc;
int x,y,dx,dy;
dx = dy = x = y = 0;

hdcImage = CreateCompatibleDC(NULL);
SelectObject(hdcImage, hBm);

GetObject(hBm, sizeof(Bm), &Bm); // get size of bitmap

ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_HEIGHT | DDSD_WIDTH;

if ((hr = pDDSurface->GetDC(&hdc)) == DD_OK) {
StretchBlt(hdc, 0, 0, Bm.bmWidth, Bm.bmHeight, hdcImage, 0, 0, Bm.bmWidth, Bm.bmHeight, SRCCOPY);
} else {
MessageBox(hWndMain,"Texture GetDC failed","3D Engine",0);


if (pDDSurface->QueryInterface(IID_IDirect3DTexture2, (LPVOID *)&pDDTexture) != S_OK) {
MessageBox(hWndMain,"Texture Query Interface failed","3D Engine",0);
return FALSE;

return TRUE;

My Renderer uses the pDDTexture member variable for:


I have used the D3DFrameworks support for textures and loading the same bitmap without changing the renderer works fine. So there must be an error in my BMP-Loading Routine.

What's wrong with my code ?????



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