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flat assembler > Windows > [solved]direct3d9, textures seam

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Siekmanski



Joined: 18 Jun 2006
Posts: 12
Location: The Netherlands
Look at the "InitD3DImage" proc in the 2D_Image_loader_saver.Asm file.
And change these values to your need:

coinvoke g_pD3DDevice,IDirect3DDevice9,SetSamplerState,0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR
coinvoke g_pD3DDevice,IDirect3DDevice9,SetSamplerState,0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR
coinvoke g_pD3DDevice,IDirect3DDevice9,SetSamplerState,0,D3DSAMP_ADDRESSU,D3DTADDRESS_CLAMP
coinvoke g_pD3DDevice,IDirect3DDevice9,SetSamplerState,0,D3DSAMP_ADDRESSV,D3DTADDRESS_CLAMP
coinvoke g_pD3DDevice,IDirect3DDevice9,SetTextureStageState,0,D3DTSS_COLOROP,D3DTOP_MODULATE
coinvoke g_pD3DDevice,IDirect3DDevice9,SetTextureStageState,0,D3DTSS_COLORARG1,D3DTA_TEXTURE
coinvoke g_pD3DDevice,IDirect3DDevice9,SetTextureStageState,0,D3DTSS_COLORARG2,D3DTA_DIFFUSE
Post 28 Mar 2018, 13:18
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vivik



Joined: 29 Oct 2016
Posts: 476
>it's not exactly the same as the original, but seems a little blurred.

Maybe this will help:

https://msdn.microsoft.com/en-us/library/windows/desktop/bb219690(v=vs.85).aspx

"Directly Mapping Texels to Pixels"
Post 31 Mar 2018, 10:53
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Hrstka



Joined: 05 May 2008
Posts: 12
Location: Czech republic
Thank you vivik, shifting the x and y coordinates by -0.5 solved the problem.
Post 06 Apr 2018, 20:54
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