On Sun, Aug 30, 2009 at 12:56:26PM +0200, Tony Wasserka wrote:
I think it would be better to store this in surface.c since I can't think of anything else that would need this.
D3DXCheckTextureRequirements in texture.c will make use of the format table, since it also needs information about bits per component and component ordering.
You are right, but it would be neat to have them all grouped like they are in d3dx9tex.h.
I seem to remember one additional thing from the MSDN: The alpha channel has a specific behavior when it is added (RGB -> RGBA), it is set to either 0.0 or 1.0. 1.0 makes sense. I think other channels are set to 0.0 if they are added.
Better test this though.