Sign in to follow this  

Texture Mapping Problem

This topic is 2542 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

Hello
I have a trouble with texture mapping.
So please give me an advice.

This is the texture


BUT after drawing square polygon with this texture


pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pD3DDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
pD3DDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );

pD3DDevice->SetFVF(D3DFVF_XYZRHW| D3DFVF_TEX1);
pD3DDevice->SetTexture( 0, m_pTex);

float fLeftU = 0;
float fTopV = 0;
float fRightU = 1;
float fBottomV = 1;
pD3DDevice->GetRenderTarget(0, &pSurf);
pSurf->GetDesc(&desc);
pSurf->Release();
FLOAT w = (FLOAT)desc.Width;
FLOAT h = (FLOAT)desc.Height;

typedef struct{float p[4]; float t[2];} SV;
SV square[4] = {
{0-0.5f, 0-0.5f, 0.5f, 1.0f, fLeftU, fTopV,},
{w-0.5f, 0-0.5f, 0.5f, 1.0f, fRightU, fTopV,},
{0-0.5f, h-0.5f, 0.5f, 1.0f, fLeftU, fBottomV,},
{w-0.5f, h-0.5f, 0.5f, 1.0f, fRightU, fBottomV,},
};

pD3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
pD3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, svQuad, sizeof(SV));







it become like this.


My window size and the texture size are same.
So please tell me how to avoid this blurr effect at the edge.
In other words, how can I paste the texture without changeing its appearance?

Thanks

Share this post


Link to post
Share on other sites
You need to disable texture filtering:


pD3DDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_NONE );
pD3DDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_NONE );


You can read more about texture filtering here http://msdn.microsoft.com/en-us/library/bb206250%28v=vs.85%29.aspx

Share this post


Link to post
Share on other sites
Thanks

I substutuite

pD3DDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
pD3DDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
to

pD3DDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_NONE );
pD3DDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_NONE );

It improve the result.
HOWEVER, there is still blurr effects

Share this post


Link to post
Share on other sites

This topic is 2542 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