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Iodiplin
Knave

USA
67 Posts

Posted - Aug 27 2004 :  6:53:59 PM  Show Profile  Reply with Quote
This is an error I have known of for quite some time, but I've never worried about it. Now that I'm writing a game with my engine, I need the bug fixed.

Here's the problem:

When initializing the vertices for the images I'm rendering, I obviously must set the texture coordinates. This works fine, in some cases.

My image is not square, therefore I put it in a bitmap whose dementions are square in squares of 2. When I render the entire bitmap, with or without transparency, and all things at normal values (no flipping, no cropping), it looks just fune:




However, when I flip it, it doesn't work out so well:





As you can see, after being flipped horizontally, a column of pixels has been taken from the right side of the image and rendered on the left side.

The same thing happens when it is flipped vertically:






When both horizontal and vertical flipping are applied, the you get glitches on both ends:





I did some specialized debeugging and found that if I subtracted two pixel rows/columns from the texture coordinates the problem was fixed. (Two pixels in texture coordinates found by 1 / TextureSize * 2.)

However, when I then set up the geomitry with the actual size of the image (so that it cropped the render to the size 41x15), it produced an image with 2 rows/columns of pixels missing on one the opposite side of the flip.

Like this (flipped both horizontally and vertically):





So, I'm stuck, I can't think of any reason why this is happening besides some esoteric glitch in my texture coordinate calculations.

My Initialize Lit Geometry function is supplied below. I hope it is commented enough that you can understand what's going on.

  
Public Function InitLitGeom(Vertices() As VERTEX_LIT, X As Single, Y As Single, TextureDesc As D3DSURFACE_DESC, Optional Width As Single, Optional Height As Single, Optional SrcX As Single, Optional SrcY As Single, Optional SrcWidth As Single, Optional SrcHeight As Single, Optional Angle As Single, Optional FlipHorizontal As Boolean, Optional FlipVertical As Boolean, Optional Color0 As Long, Optional Color1 As Long, Optional Color2 As Long, Optional Color3 As Long, Optional DefaultColor As Long = COL_BLACK, Optional Spec0 As Long, Optional Spec1 As Long, Optional Spec2 As Long, Optional Spec3 As Long, Optional DefaultSpec As Long) As Long
' Initialize the vertices for a square with the given properties and location
' Special thanks to Matt Hafermann (matt@fusion-web.net)
  
Dim XCenter  As Single ' Horizontal center of the given box  
Dim YCenter  As Single ' Vertical center of the given box  
Dim UsedX    As Single ' X location value used in the rotation calculations  
Dim UsedY    As Single ' Y location value used in the rotation calculations  
  
Dim SinAngle As Double ' Sine of the angle  
Dim CosAngle As Double ' Cosine of the angle  
  
Dim Src      As RECT    ' Source RECT  
Dim Dest     As RECT    ' Destination RECT  
  
Dim TwoPixX   As Single ' TU coordinate representation of two pixels  
Dim TwoPixY   As Single ' TV coordinate representation of two pixels  
  
On Local Error GoTo ErrorHandler  
  
' Apply defaults if no value was given
If SrcWidth = 0 Then SrcWidth = TextureDesc.Width  
If SrcHeight = 0 Then SrcHeight = TextureDesc.Height  
If Width = 0 Then Width = SrcWidth  
If Height = 0 Then Height = SrcHeight  
  
' Calculate screen coordinates of box, and only rotate if necessary
  
'     Order of vertices:
  
'     0-------------------1
'     |\                  |
'     |  \                |
'     |    \              |
'     |      \            |
'     |        \          |
'     |          \        |
'     |            \      |
'     |              \    |
'     |                \  |
'     |                  \|
'     2-------------------3
  
' Initialize the Source and Destination RECTs
With Src  
    .Left = SrcX  
    .Top = SrcY  
    .Right = SrcX + SrcWidth  
    .Bottom = SrcY + SrcHeight  
End With
  
With Dest  
    .Left = X  
    .Top = Y  
    .Right = X + Width  
    .Bottom = Y + Height  
End With
  
' Initialize the colors if the caller didn't specify them
If Color0 = 0 Then Color0 = DefaultColor  
If Color1 = 0 Then Color1 = DefaultColor  
If Color2 = 0 Then Color2 = DefaultColor  
If Color3 = 0 Then Color3 = DefaultColor  
  
If Spec0 = 0 Then Spec0 = DefaultSpec  
If Spec1 = 0 Then Spec1 = DefaultSpec  
If Spec2 = 0 Then Spec2 = DefaultSpec  
If Spec3 = 0 Then Spec3 = DefaultSpec  
  
  
' These are to compensate for some texturing glitches
' Calculate TU representation of two pixels
TwoPixX = 1 / TextureDesc.Width  
TwoPixX = TwoPixX + TwoPixX  
' Calculate TV representation of two pixels
TwoPixY = 1 / TextureDesc.Height  
TwoPixY = TwoPixY + TwoPixY  
  
' Vertex 0 - Top left vertex
If Angle = 0 Then
    UsedX = Dest.Left  
    UsedY = Dest.Top  
Else
    ' Initialize these values  
    '---------------------------------------------------------  
    XCenter = Dest.Left + (Dest.Right - Dest.Left - 1) * 0.5  
    YCenter = Dest.Top + (Dest.Bottom - Dest.Top - 1) * 0.5  
  
    ' (This uses Angle + 1.5707963267948966192313216916398 (RightAngle) to compensate for a little glitch - that number is 90 * PI / 180 where PI / 180 is the conversion formula between degrees and radians...and 90 is obviously a degree angle)  
    SinAngle = Sin(Angle + RightAngle)  
    CosAngle = Cos(Angle + RightAngle)  
    '---------------------------------------------------------  
  
    UsedX = XCenter + (Dest.Left - XCenter) * SinAngle + (Dest.Top - YCenter) * CosAngle  
    UsedY = YCenter + (Dest.Top - YCenter) * SinAngle - (Dest.Left - XCenter) * CosAngle  
End If
If FlipHorizontal = True And FlipVertical = False Then
    Vertices(0) = CreateTLVertex(UsedX, UsedY, 0, 1, Color0, Spec0, (Src.Right + 1) / TextureDesc.Width - TwoPixX, Src.Top / TextureDesc.Height)  
ElseIf FlipVertical = True And FlipHorizontal = False Then
    Vertices(0) = CreateTLVertex(UsedX, UsedY, 0, 1, Color0, Spec0, Src.Left / TextureDesc.Width, (Src.Bottom + 1) / TextureDesc.Height - TwoPixY)  
ElseIf FlipHorizontal = True And FlipVertical = True Then
    Vertices(0) = CreateTLVertex(UsedX, UsedY, 0, 1, Color0, Spec0, (Src.Right + 1) / TextureDesc.Width - TwoPixX, (Src.Bottom) / TextureDesc.Height - TwoPixY)  
Else
    Vertices(0) = CreateTLVertex(UsedX, UsedY, 0, 1, Color0, Spec0, Src.Left / TextureDesc.Width, Src.Top / TextureDesc.Height)  
End If
  
' Vertex 1 - Top right vertex
If Angle = 0 Then
    UsedX = Dest.Right  
    UsedY = Dest.Top  
Else
    UsedX = XCenter + (Dest.Right - XCenter) * SinAngle + (Dest.Top - YCenter) * CosAngle  
    UsedY = YCenter + (Dest.Top - YCenter) * SinAngle - (Dest.Right - XCenter) * CosAngle  
End If
If FlipHorizontal = True And FlipVertical = False Then
    Vertices(1) = CreateTLVertex(UsedX, UsedY, 0, 1, Color1, Spec1, Src.Left / TextureDesc.Width - TwoPixX, Src.Top / TextureDesc.Height)  
ElseIf FlipVertical = True And FlipHorizontal = False Then
    Vertices(1) = CreateTLVertex(UsedX, UsedY, 0, 1, Color1, Spec1, (Src.Right + 1) / TextureDesc.Width, (Src.Bottom + 1) / TextureDesc.Height - TwoPixY)  
ElseIf FlipHorizontal = True And FlipVertical = True Then
    Vertices(1) = CreateTLVertex(UsedX, UsedY, 0, 1, Color1, Spec1, Src.Left / TextureDesc.Width - TwoPixX, (Src.Bottom + 1) / TextureDesc.Height - TwoPixY)  
Else
    Vertices(1) = CreateTLVertex(UsedX, UsedY, 0, 1, Color1, Spec1, (Src.Right + 1) / TextureDesc.Width, Src.Top / TextureDesc.Height)  
End If
  
' Vertex 2 - Bottom left vertex
If Angle = 0 Then
    UsedX = Dest.Left  
    UsedY = Dest.Bottom  
Else
    UsedX = XCenter + (Dest.Left - XCenter) * SinAngle + (Dest.Bottom - YCenter) * CosAngle  
    UsedY = YCenter + (Dest.Bottom - YCenter) * SinAngle - (Dest.Left - XCenter) * CosAngle  
End If
If FlipHorizontal = True And FlipVertical = False Then
    Vertices(2) = CreateTLVertex(UsedX, UsedY, 0, 1, Color2, Spec2, (Src.Right + 1) / TextureDesc.Width - TwoPixX, (Src.Bottom + 1) / TextureDesc.Height)  
ElseIf FlipVertical = True And FlipHorizontal = False Then
    Vertices(2) = CreateTLVertex(UsedX, UsedY, 0, 1, Color2, Spec2, Src.Left / TextureDesc.Width, Src.Top / TextureDesc.Height - TwoPixY)  
ElseIf FlipHorizontal = True And FlipVertical = True Then
    Vertices(2) = CreateTLVertex(UsedX, UsedY, 0, 1, Color2, Spec2, (Src.Right + 1) / TextureDesc.Width - TwoPixX, Src.Top / TextureDesc.Height - TwoPixY)  
Else
    Vertices(2) = CreateTLVertex(UsedX, UsedY, 0, 1, Color2, Spec2, Src.Left / TextureDesc.Width, (Src.Bottom + 1) / TextureDesc.Height)  
End If
  
' Vertex 3 - Bottom right vertex
If Angle = 0 Then
    UsedX = Dest.Right  
    UsedY = Dest.Bottom  
Else
    UsedX = XCenter + (Dest.Right - XCenter) * SinAngle + (Dest.Bottom - YCenter) * CosAngle  
    UsedY = YCenter + (Dest.Bottom - YCenter) * SinAngle - (Dest.Right - XCenter) * CosAngle  
End If
' Set the vertex data
If FlipHorizontal = True And FlipVertical = False Then
    Vertices(3) = CreateTLVertex(UsedX, UsedY, 0, 1, Color3, Spec3, Src.Left / TextureDesc.Width - TwoPixX, (Src.Bottom + 1) / TextureDesc.Height)  
ElseIf FlipVertical = True And FlipHorizontal = False Then
    Vertices(3) = CreateTLVertex(UsedX, UsedY, 0, 1, Color3, Spec3, (Src.Right + 1) / TextureDesc.Width, Src.Top / TextureDesc.Height - TwoPixY)  
ElseIf FlipHorizontal = True And FlipVertical = True Then
    Vertices(3) = CreateTLVertex(UsedX, UsedY, 0, 1, Color3, Spec3, Src.Left / TextureDesc.Width - TwoPixX, Src.Top / TextureDesc.Height - TwoPixY)  
Else
    Vertices(3) = CreateTLVertex(UsedX, UsedY, 0, 1, Color3, Spec3, (Src.Right + 1) / TextureDesc.Width, (Src.Bottom + 1) / TextureDesc.Height)  
End If
  
ErrorHandler:  
  
' Return the error number
InitLitGeom = Err.Number  
End Function
  


Thank you so much for your assistance.

Environment Makes All the Difference.

sdw
Warrior

USA
160 Posts

Posted - Aug 27 2004 :  7:57:16 PM  Show Profile  Visit sdw's Homepage  Click to see sdw's MSN Messenger address  Reply with Quote
For one, use some other variable for TextureDesc.Width and TextureDesc.Height, they're the same value and using something like TextureDimension would make it more readable. Same thing for the TwoPixY and TwoPixX deal, except I would get rid of those altogether. That center doesn't look right, it should be something like:
  
XCenter = Dest.Left + (Width / 2)  
YCenter = Dest.Top + (Height /2)  
  


Also everywhere there's a (Src.Right + 1) and (Src.Bottom + 1) should be the opposite: (Src.Right - 1) and (Src.Bottom - 1)

I remember fixing this function up a while ago, and I think I got it to work nicely, except that I never had it flip the image. If you like you can look at the function:
  
Public Sub DrawObj(TexID As Long, DestX As Single, DestY As Single, SrcWidth As Integer, SrcHeight As Integer, Optional SrcX As Single, Optional SrcY As Single, Optional DestWidth As Integer, Optional DestHeight As Integer, Optional Color As Long, Optional Specular As Long, Optional Alphablend As Boolean, Optional Angle As Single)  
  
Dim TempVerts(3) As TLVERTEX  
Dim lDim As Long
Dim DestXRight As Single
Dim DestYBottom As Single
Dim SrcXRight As Single
Dim SrcYBottom As Single
  
Dim XCor As Single
Dim YCor As Single
Dim XCenter As Single
Dim YCenter As Single
  
If DestWidth = 0 Then DestWidth = SrcWidth  
If DestHeight = 0 Then DestHeight = SrcHeight  
  
XCenter = DestX + (DestWidth / 2)  
YCenter = DestY + (DestHeight / 2)  
  
DestXRight = DestX + DestWidth  
DestYBottom = DestY + DestHeight  
  
SrcXRight = SrcX + SrcWidth  
SrcYBottom = SrcY + SrcHeight  
  
lDim = Textures(TexID).lDimension  
  
'Setting up Geometry
'
'0----------1
'| \        |
'|   \      |
'|     \    |
'|       \  |
'|         \|
'2----------3
  
If Angle = 0 Then
    XCor = DestX  
    YCor = DestY  
Else
    'XCor = XCenter + (DestX - XCenter) * Sin(Angle) + (DestY - YCenter) * Cos(Angle)  
    'YCor = YCenter + (DestY - YCenter) * Sin(Angle) - (DestX - XCenter) * Cos(Angle)  
    XCor = XCenter + RotateX(DestX - XCenter, DestY - YCenter, Angle)  
    YCor = YCenter + RotateY(DestX - XCenter, DestY - YCenter, Angle)  
End If
TempVerts(0) = CreateTLVertex(XCor, YCor, 0, 1, Color, Specular, SrcX / lDim, SrcY / lDim)  
  
If Angle = 0 Then
    XCor = DestXRight  
    YCor = DestY  
Else
    'XCor = XCenter + (DestXRight - XCenter) * Sin(Angle) + (DestY - YCenter) * Cos(Angle)  
    'YCor = YCenter + (DestY - YCenter) * Sin(Angle) - (DestXRight - XCenter) * Cos(Angle)  
    XCor = XCenter + RotateX(DestXRight - XCenter, DestY - YCenter, Angle)  
    YCor = YCenter + RotateY(DestXRight - XCenter, DestY - YCenter, Angle)  
End If
TempVerts(1) = CreateTLVertex(XCor, YCor, 0, 1, Color, Specular, (SrcXRight - 1) / lDim, SrcY / lDim)  
  
If Angle = 0 Then
    XCor = DestX  
    YCor = DestYBottom  
Else
    'XCor = XCenter + (DestX - XCenter) * Sin(Angle) + (DestYBottom - YCenter) * Cos(Angle)  
    'YCor = YCenter + (DestYBottom - YCenter) * Sin(Angle) - (DestX - XCenter) * Cos(Angle)  
    XCor = XCenter + RotateX(DestX - XCenter, DestYBottom - YCenter, Angle)  
    YCor = YCenter + RotateY(DestX - XCenter, DestYBottom - YCenter, Angle)  
End If
TempVerts(2) = CreateTLVertex(XCor, YCor, 0, 1, Color, Specular, SrcX / lDim, (SrcYBottom - 1) / lDim)  
  
If Angle = 0 Then
    XCor = DestXRight  
    YCor = DestYBottom  
Else
    'XCor = XCenter + (DestXRight - XCenter) * Sin(Angle) + (DestYBottom - YCenter) * Cos(Angle)  
    'YCor = YCenter + (DestYBottom - YCenter) * Sin(Angle) - (DestXRight - XCenter) * Cos(Angle)  
    XCor = XCenter + RotateX(DestXRight - XCenter, DestYBottom - YCenter, Angle)  
    YCor = YCenter + RotateY(DestXRight - XCenter, DestYBottom - YCenter, Angle)  
End If
TempVerts(3) = CreateTLVertex(XCor, YCor, 0, 1, Color, Specular, (SrcXRight - 1) / lDim, (SrcYBottom - 1) / lDim)  
  
Dev.SetTexture 0, Textures(TexID).D3DTexture  
  
If (D3DCaps.TextureCaps And D3DPTEXTURECAPS_ALPHA) Then
    Dev.SetRenderState D3DRS_ALPHABLENDENABLE, True
    If Alphablend = True Then
        Dev.SetRenderState D3DRS_SRCBLEND, D3DBLEND_ONE  
        Dev.SetRenderState D3DRS_DESTBLEND, D3DBLEND_ONE  
    Else
        Dev.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA  
        Dev.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA  
    End If
End If
  
Dev.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, TempVerts(0), Len(TempVerts(0))  
  
If Dev.GetRenderState(D3DRS_ALPHABLENDENABLE) Then
    Dev.SetRenderState D3DRS_ALPHABLENDENABLE, 0  
End If
  
End Sub
  
Public Function RotateX(X As Single, Y As Single, Angle As Single) As Single
Dim tx As Single, TAngle As Single
'turns the angle degrees into radians
TAngle = Angle * (Pi / 180)  
  
'Rotate on axis
tx = X * Cos(TAngle) - Y * Sin(TAngle)  
  
RotateX = tx  
  
End Function
  
Public Function RotateY(X As Single, Y As Single, Angle As Single) As Single
Dim ty As Single, TAngle As Single
'turns the angle degrees into radians
TAngle = Angle * (Pi / 180)  
  
'Rotate on axis
ty = Y * Cos(TAngle) + X * Sin(TAngle)  
  
RotateY = ty  
  
End Function
  


I think those rotation functions are from the dabooda engine. If you add your flipping code to that then it might get you what you want.

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Iodiplin
Knave

USA
67 Posts

Posted - Aug 27 2004 :  8:18:05 PM  Show Profile  Reply with Quote
Hey thanks! I'll see what I can do with your code.

Environment Makes All the Difference.
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Iodiplin
Knave

USA
67 Posts

Posted - Aug 27 2004 :  8:51:16 PM  Show Profile  Reply with Quote
I used your function to render my image with cropping (no flipping) and it added an extra column of pixels at the left and cut of the tips of the bottom and end.

Perhaps I'm just using it incorrectly. Any ideas?

EDIT: Does anyone have any working projects I can download to see the whole thing working?

Environment Makes All the Difference.

Edited by - Iodiplin on Aug 27 2004 8:52:15 PM
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sdw
Warrior

USA
160 Posts

Posted - Aug 28 2004 :  12:32:04 AM  Show Profile  Visit sdw's Homepage  Click to see sdw's MSN Messenger address  Reply with Quote
Hmm, it seems when I tested it I was not using it to crop an image. The subtraction of 1 from the SrcXRight and SrcYBottom is not needed. I again modified the function:

  
Public Sub DrawObj(TexID As Long, DestX As Single, DestY As Single, SrcWidth As Integer, SrcHeight As Integer, Optional SrcX As Single, Optional SrcY As Single, Optional DestWidth As Integer, Optional DestHeight As Integer, Optional Color As Long, Optional Specular As Long, Optional Alphablend As Boolean, Optional Angle As Single)  
  
Dim TempVerts(3) As TLVERTEX  
Dim lDim As Long
Dim DestXRight As Single
Dim DestYBottom As Single
Dim SrcXRight As Single
Dim SrcYBottom As Single
  
Dim XCor As Single
Dim YCor As Single
Dim XCenter As Single
Dim YCenter As Single
  
If Not Color Then Color = RGB(255, 255, 255)  
  
If DestWidth = 0 Then DestWidth = SrcWidth  
If DestHeight = 0 Then DestHeight = SrcHeight  
  
XCenter = DestX + (DestWidth / 2)  
YCenter = DestY + (DestHeight / 2)  
  
DestXRight = DestX + DestWidth  
DestYBottom = DestY + DestHeight  
  
SrcXRight = SrcX + SrcWidth  
SrcYBottom = SrcY + SrcHeight  
  
lDim = Textures(TexID).lDimension  
  
'Setting up Geometry
'
'0----------1
'| \        |
'|   \      |
'|     \    |
'|       \  |
'|         \|
'2----------3
  
If Angle = 0 Then
    XCor = DestX  
    YCor = DestY  
Else
    'XCor = XCenter + (DestX - XCenter) * Sin(Angle) + (DestY - YCenter) * Cos(Angle)  
    'YCor = YCenter + (DestY - YCenter) * Sin(Angle) - (DestX - XCenter) * Cos(Angle)  
    XCor = XCenter + RotateX(DestX - XCenter, DestY - YCenter, Angle)  
    YCor = YCenter + RotateY(DestX - XCenter, DestY - YCenter, Angle)  
End If
TempVerts(0) = CreateTLVertex(XCor, YCor, 0, 1, Color, Specular, SrcX / lDim, SrcY / lDim)  
  
If Angle = 0 Then
    XCor = DestXRight  
    YCor = DestY  
Else
    'XCor = XCenter + (DestXRight - XCenter) * Sin(Angle) + (DestY - YCenter) * Cos(Angle)  
    'YCor = YCenter + (DestY - YCenter) * Sin(Angle) - (DestXRight - XCenter) * Cos(Angle)  
    XCor = XCenter + RotateX(DestXRight - XCenter, DestY - YCenter, Angle)  
    YCor = YCenter + RotateY(DestXRight - XCenter, DestY - YCenter, Angle)  
End If
TempVerts(1) = CreateTLVertex(XCor, YCor, 0, 1, Color, Specular, SrcXRight / lDim, SrcY / lDim)  
  
If Angle = 0 Then
    XCor = DestX  
    YCor = DestYBottom  
Else
    'XCor = XCenter + (DestX - XCenter) * Sin(Angle) + (DestYBottom - YCenter) * Cos(Angle)  
    'YCor = YCenter + (DestYBottom - YCenter) * Sin(Angle) - (DestX - XCenter) * Cos(Angle)  
    XCor = XCenter + RotateX(DestX - XCenter, DestYBottom - YCenter, Angle)  
    YCor = YCenter + RotateY(DestX - XCenter, DestYBottom - YCenter, Angle)  
End If
TempVerts(2) = CreateTLVertex(XCor, YCor, 0, 1, Color, Specular, SrcX / lDim, SrcYBottom / lDim)  
  
If Angle = 0 Then
    XCor = DestXRight  
    YCor = DestYBottom  
Else
    'XCor = XCenter + (DestXRight - XCenter) * Sin(Angle) + (DestYBottom - YCenter) * Cos(Angle)  
    'YCor = YCenter + (DestYBottom - YCenter) * Sin(Angle) - (DestXRight - XCenter) * Cos(Angle)  
    XCor = XCenter + RotateX(DestXRight - XCenter, DestYBottom - YCenter, Angle)  
    YCor = YCenter + RotateY(DestXRight - XCenter, DestYBottom - YCenter, Angle)  
End If
TempVerts(3) = CreateTLVertex(XCor, YCor, 0, 1, Color, Specular, SrcXRight / lDim, SrcYBottom / lDim)  
  
Dev.SetTexture 0, Textures(TexID).D3DTexture  
  
If (D3DCaps.TextureCaps And D3DPTEXTURECAPS_ALPHA) Then
    Dev.SetRenderState D3DRS_ALPHABLENDENABLE, True
    If Alphablend = True Then
        Dev.SetRenderState D3DRS_SRCBLEND, D3DBLEND_ONE  
        Dev.SetRenderState D3DRS_DESTBLEND, D3DBLEND_ONE  
    Else
        Dev.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA  
        Dev.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA  
    End If
End If
  
Dev.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, TempVerts(0), Len(TempVerts(0))  
  
If Dev.GetRenderState(D3DRS_ALPHABLENDENABLE) Then
    Dev.SetRenderState D3DRS_ALPHABLENDENABLE, 0  
End If
  
End Sub
  


I tested it and it seems to work, hopefully for you as well. I'm going to be needing to use this function too :)

-> On another subject -> Eric, if you're reading, the 'Preview Reply' window does not display the code tags properly, unless that's intended to be that way. I am just making sure you know.

Edited by - sdw on Aug 28 2004 12:33:14 AM
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Iodiplin
Knave

USA
67 Posts

Posted - Aug 28 2004 :  10:26:36 AM  Show Profile  Reply with Quote
I tested it, and got the same results as last time. There must be something wrong with the way I'm calling it. Would you mind e-mailing me your project (if it's small) or maybe just give me an example of how you call it and use it?

I'm a desperate man as of now, I'll take anything I can get to clear this up. Thank you very much.

P.S. I was able to get around my problem in some cercumstances by offsetting the image in the bitmap by 1 pixel. However, this made cropping worse, but eliminated the extra columns/rows of pixels when flipping (unclipped).

Environment Makes All the Difference.
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Iodiplin
Knave

USA
67 Posts

Posted - Aug 28 2004 :  10:50:49 AM  Show Profile  Reply with Quote
Actually, with a little more testing, I think I might be able to get this to work. Thanks!


Environment Makes All the Difference.
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Aug 28 2004 :  2:37:55 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
Open the DirectX 8 help file and follow this directory structure...

DirectX 8.1 (Visual Basic)
> DirectX Graphics
>> Programmers Guide
>>> Using Direct 3D
>>>> Textures
>>>>> Texture Coordinates
>>>>>> Directly Mapping Texels to Pixels

It gives the formula for converting texture coordinates into texel coordinates. It seems you need to calculate the correct texture coordinate, so the formula that you would use would be:

u = (Tx + 0.5) / Mx
v = (Ty + 0.5) / My

And this generates single precision (float) coordinates, which is what you need.
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Aug 28 2004 :  2:41:17 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
quote:
Originally posted by sdw

-> On another subject -> Eric, if you're reading, the 'Preview Reply' window does not display the code tags properly, unless that's intended to be that way. I am just making sure you know.



The code formatting is a bit of a hack that I added to the forum. I am aware that the preview function doesn't display the code formatting properly. I'm so busy working on other parts of VBgamer that it's not really a priority to fix. And hopefully I'll be able to get rid of this forum and use the custom forum that the news comments are now using.
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Almar
Moderator

Netherlands
192 Posts

Posted - Aug 29 2004 :  07:48:56 AM  Show Profile  Visit Almar's Homepage  Send Almar an ICQ Message  Reply with Quote
- Make your textures like 16x32 or 64x64, 128x128, etc.
- Turn off filtering, or texture wrapping. It's something with that. I had it too with my Elements contest entry, until I finally figured out the problem.


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Iodiplin
Knave

USA
67 Posts

Posted - Aug 29 2004 :  2:55:49 PM  Show Profile  Reply with Quote
My textures are all square and all dimensions (of the bitmaps) are in squares of two.

Thanks a lot!

Environment Makes All the Difference.
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