My apolagy's for mot doing a full introduction of myself on my first post (I'll do that later, this site looks quite intriguing) but I'm to buisy coding atm to do that now.
anywho. I'm making a game, but I'm having an issue with importing bitmaps, i try to load them in 1:1 so that I know the pixel size of evrything, but all the images seem to be compressed and warped one way or another. here is how I go about loading in a bmp (dxd9 lib's & headers included already and whatnot)
// Loading in the bmp file (it's a 24 bit image, but changing the format doesn't seem to do anything except make it dissapear, or become a black box)
D3DXCreateTextureFromFileEx(d3ddev, // the device pointer
L"MainChar.bmp", // the new file name
D3DX_DEFAULT, // default width
D3DX_DEFAULT, // default height
D3DX_DEFAULT, // no mip mapping
NULL, // regular usage
D3DFMT_A8R8G8B8, // 32-bit pixels with alpha
D3DPOOL_MANAGED, // typical memory handling
D3DX_DEFAULT, // no filtering
D3DX_DEFAULT, // no mip filtering
D3DCOLOR_XRGB(255, 0, 255), // the hot-pink color key
NULL, // no image info struct
NULL, // not using 256 colors
&MainChar); // load to sprite
// ^ credit to where credit's due, this is pretty much the same way DirectX tutorial.com does it, only changed the pointer name basicly.
// show the image:
d3dspt->Draw(MainChar, NULL, ¢er, &position, D3DCOLOR_ARGB(255,255, 255, 255));
// and of course clear the image when done:
if (sprite != NULL)sprite->Release();
If you feel you need to see more code, I'll attach a working bit of code + img to this code (I'll leave out the background image to spare this server a few byte's of burden, wich is also why I compressed it, if you don't trust it, let me know and maybe I'll upload the code un-compressed)
any suggestions will be greatly appreciated!