Advertisement Jump to content
Sign in to follow this  
DividedByZero

Creating dynamic? textures.

This topic is 1787 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

Hi Guys,

 

Just wondering if I could get some guidance on creating dynamic textures (I think that is the term) for something that is in memory.

 

If I have a pointer to the start of a pure RGBA stream, how could I make this into a texture to display on a sprite?

 

I have all the framework ready for this and am using a texture from a file, but just wanting to try something different here.

 

Many thanks in advance smile.png

Edited by lonewolff

Share this post


Link to post
Share on other sites
Advertisement

OK, I am close. I am upto the point where I need to copy the data back. I have a locked rect. But not sure how to do this properly.
 
I have this, bit it is throwing a bunch of compiler errors;
 
There is a RAW bitmap starting at bmpTmp that I am trying to send to the texture.

mRenderer->textureVideoGet()->LockRect(0,&lockedRect,&rect,0);
 
for(i=0;i<(videoWidth*videoHeight*3);i+=3)
{
	idx=(x*4)+y*lockedRect.Pitch*4;
 
	lockedRect.pBits[idx]=bmpTmp[i]; //b
	lockedRect.pBits[idx+1]=bmpTmp[i+1]; //g
	lockedRect.pBits[idx+2]=bmpTmp[i+2]; //r
	lockedRect.pBits[idx+3]=255; //a
 
	x++;
	if(x>=videoWidth)
	{
		x=0;
		y--;
		if(y<0)
			y=0;
	}
}

mRenderer->textureVideoGet()->UnlockRect(0);

 
The errors I am getting are these (one set each for each lockedRect.pBits line);
 
error C2036: 'void *' : unknown size
error C2120: 'void' illegal with all types
 
Any help would be great!
 
Thanks in advance smile.png

Edited by lonewolff

Share this post


Link to post
Share on other sites

You need to cast it to an array of bytes, as a void* (array of nothings) has no type, so you can't assign void values, and you can't use the [] operator.

 

Just add this right after the LockRect line:

unsigned char* bytes = (unsigned char*)lockedRect.pBits;

 

and then replace lockedRect.pBits[...] = ...

with bytes[...] = ...

Share this post


Link to post
Share on other sites
Thanks Hodgman, compiles fine now. But, all I get is a black screen that is flickering my framerate counter (FPS is the last thing drawn in the render process).
 
I am not getting any errors from (FAILED) though.
 
This is my draw call. I have simplified it for debugging purposes, so in theory I should get a shot blue line rendered (if I am correct).
 
RECT rect={0,640,0,480};
D3DLOCKED_RECT lockedRect={0};

hr=mRenderer->textureVideoGet()->LockRect(0,&lockedRect,&rect,0);
if(FAILED(hr))
{
	std::cout<<"Error: "<<hr<<"\r\n";
	system("PAUSE");
	return 0;
}

unsigned char* bytes=(unsigned char*)lockedRect.pBits;

for(i=0;i<20;i=i+4)
{
	bytes[i]=255;
	bytes[i+1]=0;
	bytes[i+2]=0;
	bytes[i+3]=255;
}

mRenderer->textureVideoGet()->UnlockRect(0);

// render the sprite queue
mRenderer->renderSpriteQueue();

// display framerate data
lps=mRenderer->framerateGetReal();
lps=lps-1;
if(lps<0)
	lps=0;

itoa(lps,szBuffer,10);
strcpy(szBuffer2,"Frame Rate: ");
strcat(szBuffer2,szBuffer);
strcat(szBuffer2," FPS");
mRenderer->renderDebugText(14,14,szBuffer2);

Is it something to do with how I am creating the texture?
 
// Sprite renders ok with this texture
if(FAILED(D3DXCreateTextureFromResourceA(d3dDevice,GetModuleHandle(NULL),MAKEINTRESOURCE(IDB_PNG1),&pTexture)))
	MessageBox(0,"Can not find file","Resource not found",0);

// Sprite won't work with this texture
if(FAILED(D3DXCreateTexture(d3dDevice,1024,1024,0,NULL,D3DFMT_A8R8G8B8,D3DPOOL_MANAGED,&pVideoTexture))) 
	MessageBox(0,"Can not create blank video texture","Resource not found",0);

Any additional help would be awesome.

BTW, I am a newbie when it comes to dynamic textures and locking (never done it before). Edited by lonewolff

Share this post


Link to post
Share on other sites
for(i=0;i<20;i=i+4)
{
    bytes[i]=255;
    bytes[i+1]=0;
    bytes[i+2]=0;
    bytes[i+3]=255;
}

Unless I'm missing something, you're only setting 5 pixels. Is that your intent?

Edited by Buckeye

Share this post


Link to post
Share on other sites

for(i=0;i<20;i=i+4)
{
    bytes[i]=255;
    bytes[i+1]=0;
    bytes[i+2]=0;
    bytes[i+3]=255;
}
Unless I'm missing something, you're only setting 5 pixels. Is that your intent?


Yes, for the moment (for debugging purposes until I can get something on the screen.

I found that I should probably be using D3DUSAGE_DYNAMIC in my texture creation. So, I have changed my texture creation call to this;

if(FAILED(D3DXCreateTexture(d3dDevice,1024,1024,0,D3DUSAGE_DYNAMIC,D3DFMT_A8R8G8B8,D3DPOOL_MANAGED,&pVideoTexture))) 
	MessageBox(0,"Can not create blank video texture","Resource not found",0);

But, now my application fails at this call.

Share this post


Link to post
Share on other sites

The docs say you can't create a texture in D3DPOOL_MANAGED.

 

What error are you getting? What does the debug output provide?

 

Before you try D3DPOOL_DEFAULT, check your devcaps to ensure you can support the texture parameters.

Edited by Buckeye

Share this post


Link to post
Share on other sites

The docs say you can't create a texture in D3DPOOL_MANAGED.
 
What error are you getting? What does the debug output provide?
 
Before you try D3DPOOL_DEFAULT, check your devcaps to ensure you can support the texture parameters.


Ooooh, Thanks man. I have changed to D3DPOOL_DEFAULT and it gets past that error. Still not working as I am after yet, but still a step closer ;)

I'll do some more checking now that I am over that hurdle and get back to you smile.png

Share this post


Link to post
Share on other sites

The DirectX control panel should have a utility for error codes. At a minimum, you can use DXGetErrorString or DXGetErrorDescription.

 

At best, compile with debug, use the debug libraries, and set the DirectX control panel to maximum reporting.

 

Actually, "best" would be to read the docs, look for examples, etc. There've been a lot of posts here on gamedev about similar problems.

Edited by Buckeye

Share this post


Link to post
Share on other sites
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!