即貼圖
一.加載圖檔資源
二.設定目前紋理
SetTexture方法
D3DXCreateTextureFromFile(
Device,
"dx5_logo.bmp",
&Tex);
Device->SetTexture(0, Tex);
三.紋理過濾器
兩種情況:放大和縮小
三種設定方式
//
// Values for D3DSAMP_***FILTER texture stage states
//
typedef enum _D3DTEXTUREFILTERTYPE
{
D3DTEXF_NONE = 0, // filtering disabled (valid for mip filter only)
D3DTEXF_POINT = 1, // nearest
D3DTEXF_LINEAR = 2, // linear interpolation
D3DTEXF_ANISOTROPIC = 3, // anisotropic
D3DTEXF_PYRAMIDALQUAD = 6, // 4-sample tent
D3DTEXF_GAUSSIANQUAD = 7, // 4-sample gaussian
/* D3D9Ex only -- */
#if !defined(D3D_DISABLE_9EX)
D3DTEXF_CONVOLUTIONMONO = 8, // Convolution filter for monochrome textures
#endif // !D3D_DISABLE_9EX
/* -- D3D9Ex only */
D3DTEXF_FORCE_DWORD = 0x7fffffff, // force 32-bit size enum
} D3DTEXTUREFILTERTYPE;
設定方法
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
四.漸進紋理鍊
即一個圖檔一下子縮小到很小就可能會産生較大差異化,逐漸減小以盡量保持原圖品質
五.總結