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multiple texture formats

Started by mcfc98 Apr 6, 2000 at 9:56 AM 3 replies 1k views
Original Post
mcfc98
mcfc98
Im writing something that will need to use all sorts of bit-depths for the textures in DX7 (including palettized). I can create all the surfaces fine and draw them independantly of each other, but when i mix, say a 24bit texture with a 565 texture the images go garbled (wrong dimensions, position - everything!!). Its only when they are both visible on the screen that this happens. I assume this is something to do with the texture management of directx cos when i create one of the surfaces without the texturemanage flag then everything draws fine and in the right dimensions except the one i create without the texmanage flag (which is fine apart from it has no texture - its just a white image). Does anyone know why this happening for sure and have any ideas how to get round it? Im using a TNT2 card btw.
cicco
cicco
Remember, with each color depth the lPitch in a surface will be different and should be taken into account. Using textures of different color depths requires run-time color conversion to be done. Check to see that you''re doing both of the above stated, it''s probably the source of your headaches.

-Cicco
mcfc98
mcfc98
Done all that - the texture surfaces are all there created properly - as i said i can draw them independantly of each other and they are fine - mix them up and it goes tits up!

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