• Advertisement
Sign in to follow this  

D3DSAMP_MINFILTER darkening my texture?

This topic is 2928 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

Using DirectX 9, I am having an odd behavior when i draw an image with a rhw rect to the back buffer. When drawing the textured screen rect with a size smaller than the original image size, it has the effect of darkening the texture. The texture I have is supplied by a live camera feed updating at ~25hz, so i didnt think i had the luxury of generating a mip chain (or is that really quick to generate?). When i have quartered the size of the rendered image from say 640x480 (the textures original res) to 320x240 the image is now shown completely black. What I have also noticed is that stretching the image does NOT seem to darken it, but compressing it does. I am guessing this has something to do with my use of the the texture sampling filters? What i really want is to draw a 640x480 image at the resolution of 512x768 (via compressing and stretching it), but it becomes significantly dimmer when I do this. Here is the code I am using to draw the image on the screen:
    pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE);

    pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

    pd3dDevice->SetTexture(0, m_pTexture->GetBaseInterface());


    pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE); 

struct PP_VERTEX
    float x, y, z, rhw;
    float tu, tv;       // Texcoord for post-process source


Anyone know how I might avoid this? [Edited by - Ender1618 on February 15, 2010 1:29:17 PM]

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement