On 26 July 2010 23:05, Owen Rudge owen@owenrudge.net wrote:
- if ((filter & 0xFFFF) > D3DX_FILTER_BOX && filter != D3DX_DEFAULT)
return D3DERR_INVALIDCALL;
- if ((mipfilter & 0xFFFF) > D3DX_FILTER_BOX && mipfilter != D3DX_DEFAULT)
return D3DERR_INVALIDCALL;
- if (!filter || !mipfilter)
return D3DERR_INVALIDCALL;
I think those should be handled implicitly by D3DXLoadSurfaceFromFileInMemory() / D3DXFilterTexture().
- if (filter == D3DX_DEFAULT)
filter = D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER;
- if (mipfilter == D3DX_DEFAULT)
mipfilter = D3DX_FILTER_BOX;
Same.
- if (width == 0 || width == D3DX_DEFAULT_NONPOW2)
width = imginfo.Width;
Probably depends on the device supporting NPOT textures again.
- if ((pool != D3DPOOL_DEFAULT) && (usage != D3DUSAGE_DYNAMIC))
Dynamic textures are a device capability.
(Yeah, this is a mostly unchanged copy of my earlier comments.)
Hi Henri,
Probably depends on the device supporting NPOT textures again.
The capabilities are checked in the D3DXCheckTextureRequirements function, and the values adjusted if necessary.
(Yeah, this is a mostly unchanged copy of my earlier comments.)
My apologies, I somehow missed the previous e-mail at the time. (I do see it now.)
Thanks for your feedback,