... mapped unto various objects. The texture is the same, but the ... need to swap the used textures every frame. Ok,after considering ... settexture2.1, render object2, set texture 1.2, render object1 etc.... to it and for smaller textures, or graphics cards with large ...write all bytes for one texture every frame, while yours would...next render call. Either way, compressedtextures will be a win...
... D3DXLoadSurfaceFromSurface to transfer it to a compressed surface. The target surface can be...different situations accordingly. There are other compression libraries from NVidia that you can... if you infrequently load the texture data and frequently draw it. Otherwise the overhead of compression is too high. I ship the... each frame. If I use compressedtextures, then I will transfer ...
..., describing ARHB texels, into a compressedtexture? I have a binary file...I reead this into a locked texture and use it. This could be...into the data used in the compressedtexture and doing the same ... the 4x4 texel blocks into compressed format onto me, and I ... reading it into a normal texture, as I do now, and ... out the binary data from the compressedtexture? Suggestions are welcome....
...I'm trying to directly load compressedtextures. I used D3DXLoad*** function, ...it works very slow for 2048x2048 textures. I lock level 0 of ...; D3DLOCKED_RECT lr; LPDIRECT3DTEXTURE9 Tex = (LPDIRECT3DTEXTURE9)Texture; Tex->LockRect(0, &lr, &r, ..., Height*Pitch); Tex->UnlockRect(0); Texture = Tex; DXT1 works ok, but ... get, sometimes, all alpha in texture is 0%%. Has anyone had ...
...-details/problems of other people. So my proposition merly is to use more than one "upload-window". When you know how things work "under the hood" it is often nicer to do it yourself. I share that opinion. Unfortunately I still know too little about directx. What do you mean by more than one upload window? You would ensure that there is not just one texture upload every frame, or?
... create n shadow-instances f the texture object, I have not been able ... you lock(discard) a single "upload" texture object, or lock(discard) just one surface of a circular "upoad" texture collection. Well, if it doesnt make...understand you correctly, having a managed texture for every frame and letting ...I did before. This way a texture is never modified. Perhaps this ...
... I was previously considering writing a texture in parallel with begin,end,present ...you lock(discard) a single "upload" texture object, or lock(discard) just one surface of a circular "upoad" texture collection. Well, if it doesnt make...understand you correctly, having a managed texture for every frame and letting directx...I did before. This way a texture is never modified. Perhaps this ...
...dirver is able to create n shadow-instances f the texture object, where n is an integer = 0. This ... copies the image from step 1 to a RT-texture, that will be used in subsequent draw-calls. This ... your application, if you lock(discard) a single "upload" texture object, or lock(discard) just one surface of a circular "upoad" texture collection. However, if you compare the amount of data you...
"John Withe": The way I do it now is to have a lot of memory (64 bit system) and store the data in a huge 2d array. I only have a single texture to which I copy. That should not be a problem as far as I can see? That is a problem, and one of the most frequently discussed topics here. Gruss Jan Bruns
... I would do the conversion in system memory and save out the compressed form to a cached folder/file. This will speed subsequent ...frames in memory will eventually exhaust video memory and result in texture thrashing between system memory and video memory as you run through the... data in a huge 2d array. I only have a single texture to which I copy. That should not be a problem as far...