void Texture::LoadTexture(char* filename)
{
// Set black as our source color key. Use 0xFFFF00FF for magenta instead.
// Use 0x00000000 for no ''color key'' substitution
D3DCOLOR colorkey = 0xFF000000;
// The D3DX function will fill in the following image info for us
D3DXIMAGE_INFO SrcInfo; // Optional
// Load image from file - maintain size of original file.
// It is also possible to specify a new height/width and ask D3DX to filter
// the image to the new size (stretch/shrink). See SDK docs for details.
D3DXCreateTextureFromFileEx( MyD3D.m_pd3dDevice, filename, 0, 0, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_DEFAULT,
colorkey, &SrcInfo , NULL, &pTexture);
}
screen :
please help thx
Colour Key in DX8 - D3D
Hi all,
I tryed to create a 2D game using DX8 and D3D, but i have some problem about colour key.
since i had been created two planes, one put in the back as a background. Another one used to create sprite animation. but something is happened, when i rander this two palnes.
i''am using following code to load texture.
Try changing the D3DTSS_MAGFILTER TextureStageState to D3DTEXF_NONE.
Also use alpha test to sharpen the transparent edges.
The video adapter is filtering the transparent alpha into the opaque alpha when the texture is stretched (magnified).
--
Simon O''''Connor
Creative Asylum Ltd
www.creative-asylum.com
Also use alpha test to sharpen the transparent edges.
The video adapter is filtering the transparent alpha into the opaque alpha when the texture is stretched (magnified).
--
Simon O''''Connor
Creative Asylum Ltd
www.creative-asylum.com
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement