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DXT Adam Hoult (1 reply, 0 views) (2000-Dec-3)
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I see you are using a Compressed texture format, the pitch does not represent the same thing when using DXT formats. The pitch, when using DXT's should be the width of one row of cells, not the number of bytes which make up a row of pixels. "The pitch for DXTn formats is different from that which was returned in DirectX 7. It now refers the pitch of a row of blocks. For example, if you have a width of 16, then you will have a pitch of four blocks (4*8 for DXT1, 4*16 for DXT2-5.) " If you're unsure exactly what you should use for the pitch in this case, there is plenty of info in the SDK of exactly how it works. I can't really offer much more help on exactly how to calculate the pitch when using DXTn formats, because i've never really used them =) HTH Adam


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Problem solved MetalWarrior (0 replies) (2000-Dec-3)

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