Texture Problem
I am attempting to create a texture object with the following code
texture = Direct3D.TextureLoader.FromFile(
graphics, "greenbg.bmp", 0, 0, 0, 0, Direct3D.Format.Unknown,
Direct3D.Pool.Managed, Direct3D.Filter.Linear,
Direct3D.Filter.Linear, Color.FromArgb( 0, 0, 255 ).ToArgb() );
greenbg.bmp is a 640*480 bitmap but this code creates a 1024*512 texture!! If I change greenbg.bmp for a 32*32 bitmap it creates a 32*32 texture when I change this for a 512*512 bitmap it correctly creates a 512*512 texture!, can anyone tell me why it does not work with a 640*480 bitmap? (this is driving me mad!!)
Martin LoughnanePosted Jan 19, 2006, 1:23 PM
Historically older cards demanded square textures newer ones can handle 256x64.
Its just the way things work I'm afraid but if you render that texture to fill your viewport it will look the way you want cos your viewport is the same aspect ratio as the org 640x480 file