Original Post
Heyo! I''d like to stop bothering people about Direct3D, but I''m one to understand my programs all the way through to ensure compatibility and correct syntax.
Right now, I have a DirectX 8.0 program running in fullscreen mode in 16 bit 565 format. I also want to do alpha testing for transparencies on some textures. When I want to load a bitmap texture using D3DXCreateTextureFromFileEx(), there is a format parameter that from what I read needs to have an alpha channel in it, such as D3DFMT_A1R5G5B5. This format doesn''t match my display format. I would assume it doesn''t really matter now.
So:
1) Does it matter if these formats don''t match? The program runs fine either way. I just want to make sure I am doing this correctly.
2) Does the format parameter require an alpha channel? I can still use alpha tansparencies with a format of D3DFMT_R5G6B5. What is going on?
3) Why can I not use D3DFMT_A1R5G5B5 as a display format? The program only seems to run with D3DFMT_R5G6B5 for the display.
And this is probably an over asked question, but why is it that when I load a texture, it is reversed and upside down?
Thanks in advance! I''ll bet DirectSound is going to be just as bad to learn.