DirectX-纹理渲染结果不正确 [英] directx - texture render result is incorrect
问题描述
情况1 :
我通过
case 1:
I create the texture by
D3DXCreateTexture(device, width, height, 0, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture)
并更新
D3DLOCKED_RECT lr;
HRESULT hr = texture->LockRect(0, &lr, NULL, 0);
ConvertRGB2RGBA(width, height, pixels, stride, (unsigned char*)(lr.pBits), lr.Pitch);
texture->UnlockRect(0);
渲染结果显示为:
我想要的是表面上的纯白色。
What I want is pure white on the surface.
所有顶点的z值等于0.0f。
情况2 :< br>
如果我通过
case 2:
If I create the texture by
D3DXCreateTextureFromFile(device, "e:\\test.bmp", &texture);
并且不更新纹理,它表示绝对正确。
and do not update the texture, it shows absolutly correct.
情况3 :
如果我以情况2 从文件中创建纹理,并以情况更新纹理1 ,结果不正确,有test.bmp内容。
case 3:
If I create the texture from file as case 2, and update the texture as case 1, the result is incorrect, there is test.bmp content remains slightly.
结论:
更新纹理一定有问题。
conclusion:
There must be something wrong with updating texture. What's wrong???
已解决!
将级别参数更改为1,然后就可以使用。
SOLVED!!!
Change the levels param to 1, then it works.
D3DXCreateTexture(device, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture)
推荐答案
将级别参数更改为1,然后可以使用。
Change the levels param to 1, then it works.
D3DXCreateTexture(device, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture)
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