本文介绍了DirectX-纹理渲染结果不正确的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧! 问题描述 29岁程序员,3月因学历无情被辞! 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 : 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) 这篇关于DirectX-纹理渲染结果不正确的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持! 上岸,阿里云!
05-27 11:21
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