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Author Topic: How Do I Load A Non Power Of 2 Texture (640 X 480)  (Read 61 times)

jfuller

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How Do I Load A Non Power Of 2 Texture (640 X 480)
« on: February 06, 2003, 11:28:00 PM »

Are you specifying the correct texture offsets in the vertices?

I know I had a similar problem, with textures using the default format required uv coordinates of 0 to 1 and a D3DFMT_LIN_A8R8B8G8 format texture required the uv coordinates as 0-640 0-480,

Not sure if it applies or helps but I hope it does.
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Kameleon

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How Do I Load A Non Power Of 2 Texture (640 X 480)
« Reply #1 on: February 07, 2003, 12:20:00 AM »

No, I'm not actually doing any 3D stuff (only using ID3DXSprites) so I don't do anything like this.  For testing right now, in the call to ID3DXSprite's draw funciton I just pass NULL for the source dimensions etc to make it use the whole thing.  The really annoying thing is that it works fine in my PC version so I'm not sure yet what is so special about the XBOX that is causing it to not work

Thanks for the response though
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