Original Post
Hi guys! I have a few questions about loading and using textures in D3D. a) I've read all around that using square pow2 textures is actually better: is this always true? should I really choose them at all costs? And again, are "small" textures better? b) is D3DXCreate*** the best way to create a textures? I mean, do famous game companies (or do YOU) use these functions or do they have their own methods? (I'm not aiming to their level, I'm just a bit curious, since I heard that assembly can help with performance). c) Does D3DXCreateTextureFromFileEx create and store a mip map for free? (since it has a "MipLevels" parameter in it). How can I actually use a mipmap and can I avoid its creation? d) finally, how can I pack together multiple textures in a single "crypted" file? I mean... I should prevent the user from touching my textures easily, doing so I'd like to create a .something (.dat maybe?) file that stores every texture (this will also minimize the amount of texture files in the directory, etc) Hope this won't bother you! Thanks in advance