Jump to content
  • Advertisement
Sign in to follow this  
xgnmDX8

[D3D8] .dss texture quality - skybox

This topic is 2065 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 big problems with the rendering of a .dss texture to a cube.

 

I dont know if it is the directx version (d3d8) or the output settings and mipmaps of the .dss file, but i get the texture rendered in a not so good quality.

Have anyone made experience with this? Is it because I use d3d8? Did I forget something for rendering the .dss file in a better quality? Is it because of the wrong output settings of the .dss file?

 

I Use a map(dict) where i put the sky texturename with the number of the tile.

Then I get the texture reference of the map by GetTextureReference().GetD3DTexture() and then i render over SetTexture(0, GetD3DTexture())

Is this there any problem? 

I render it over DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2) and the world matrix of the cube is 3500x3500x3500 (float).

Althought I think, that the matrix scalling doesnt matter.

 

Whether the picture is in 1920x1024 or a little smaller, it doesnt get rendered better.

I dont know how i can render the skybox textures in a better quality to the cube. Do I need to update to d3d9?

 

Thanks for Help.

Share this post


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

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!