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DirectGraphics Camera with Sprite Interface

Started by kag1 Dec 17, 2004 at 2:37 PM 4 replies 800+ views
Original Post
kag1
kag1
Hi, i'm building an application using textures and sprites. The pictures that WWhen I put a picture on the screen it seems to be almost twice the size of the orginal picture (like when viewed in paint), even with scaling set to 1. Someone said that my camera might be to close..so using the SetTransform function I backed it up...this seemed to do nothing, so i'm wondering if the camera and viewport don't really apply to the Sprite Interface? Is there anyway to make my pictures appear more..'normal' size than to reduce the scaling? (currently i have it set at about .625...which is close to the normal size of the actual picture) thank you
Pipo DeClown
Pipo DeClown
You're probably not using power of two textures. That's why D3DX loads the texture scaled bigger.
kag1
kag1
wow...thanks
eFoDay
eFoDay
If your video card supports non power of 2 textures

LPDIRECT3DDEVICE9 device;
LPDIRECT3DTEXTURE9 texture;

D3DXCreateTextureFromFileEx(device, "image.bmp", D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, NULL, NULL, &texture);
2dcoder
2dcoder
"so i'm wondering if the camera and viewport don't really apply to the Sprite Interface?"

Id like to know the answer to this questions as well. ? ?

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