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時忽略顏色我怎樣才能獲得直接-X繪製各種顏色,除了黑色?目前我使用下面的代碼加載並繪製紋理:繪製
void LoadTexture(IDirect3DDevice9* Device, unsigned char* buffer, int width, int height, IDirect3DTexture9* &Texture, ID3DXSprite* &Sprite)
{
Device->CreateTexture(width, height, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &Texture, 0);
D3DXCreateSprite(Device, &Sprite);
D3DLOCKED_RECT rect;
Texture->LockRect(0, &rect, nullptr, D3DLOCK_DISCARD);
TexturePixels = static_cast<unsigned char*>(rect.pBits);
Texture->UnlockRect(0);
memcpy(TexturePixels, &buffer[0], width * height * 4);
}
void DrawTextureSprite(IDirect3DDevice9* Device, IDirect3DTexture9* Texture, ID3DXSprite* Sprite)
{
if (Sprite && Texture)
{
D3DXVECTOR3 Position = D3DXVECTOR3(0, 0, 0);
Sprite->Begin(D3DXSPRITE_ALPHABLEND);
Sprite->Draw(Texture, nullptr, nullptr, &Position, D3DCOLOR_RGBA(0xFF, 0xFF, 0xFF, 0xFF)); //0xFFFFFFFF - white..
Sprite->End();
}
}
void BltBuffer(IDirect3DDevice9* Device)
{
if (Bitmap != nullptr)
{
std::uint8_t* Ptr = Bitmap->pixels;
for (int I = 0; I < Bitmap->height; ++I)
{
for (int J = 0; J < Bitmap->width; ++J)
{
std::uint8_t B = *(Ptr++);
std::uint8_t G = *(Ptr++);
std::uint8_t R = *(Ptr++);
*(Ptr++) = (B == 0 && G == 0 && R == 0) ? 0 : 0xFF; //if the colour is black, set the alpha channel to 0x0.
}
}
//if (!Texture && !TexturePixels)
{
LoadTexture(Device, Bitmap->pixels, Bitmap->width, Bitmap->height, Texture, Sprite);
}
DrawTextureSprite(Device, Texture, Sprite);
SafeRelease(Texture);
SafeRelease(Sprite);
}
}
每一幀我打電話BlitBuffer
和我通過我的裝置。然而,當它吸引,它吸引我的黑色像素,即使我設置其alpha通道爲0。所有其它的像素有自己的alpha通道設置爲255
任何想法如何,我可以把它不是直接繪製黑色像素?
+1。不僅如此,我還必須將紋理的'格式'更改爲:'D3DFMT_A8R8G8B8'。這當然有幫助。我花了最後一個小時啓用和禁用alpha混合,只要你發佈這個,我看到我的格式是錯誤的.. – Brandon