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楼主 |
发表于 2006-1-16 15:17:00
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Re:mdl纹理的问题
现在弄懂了,看来还得看自己:
if( FAILED (D3DXCreateTexture(m_pDevice,outwidth,outheight,1,0,mode.Format,
D3DPOOL_MANAGED,pTexture )))
return 0;
RECT rect;
rect.left = 0;
rect.top = 0;
rect.bottom = outheight;
rect.right = outwidth;
D3DLOCKED_RECT LockRect;
(*pTexture)->LockRect(0,&LockRect,&rect,D3DLOCK_DISCARD);
p = (DWORD*)LockRect.pBits;
out = tex;
for( i = 0 ; i < outwidth ; i++)
{
for( j = 0 ; j < outheight ; j++ , out += 4)
{
//transform to D3DFMT_X8R8G8B8:
*(p+i*outwidth+j) = int(out[3]<<24) + int(out[0]<<16) + int(out[1]<<8) + out[2];
}
}
(*pTexture)->UnlockRect(0);
//out是存放颜色的数组 |
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