Textures

A texture is a rectangular array of colored pixels. (The rectangle does not necessarily have to be square, although the system deals most efficiently with square textures.) You can use textures for texture-mapping faces, in which case their dimensions must be powers of two.

Your application can use the IDirect3DRM3::CreateTexture method to create a texture from a D3DRMIMAGE structure, or the IDirect3DRM3::CreateTextureFromSurface method to create a texture from a DirectDraw surface. The IDirect3DRM3::LoadTexture method allows your application to load a texture from a file; the texture should be in Microsoft® Windows® bitmap (.bmp) or Portable Pixmap (.ppm) format. To avoid unnecessary delays when creating textures, hold onto textures you want to use again, instead of creating them each time they're needed. For optimal performance, use a texture surface format that is supported by the device you are using. This will avoid a costly format conversion when the texture is created and any time it changes. If your textures consist of 16 colors or less, consider using the 4-bit palettized surface format to reduce video memory usage on hardware devices.

The texture coordinates of each face define the region in the texture that is mapped onto that particular face. Your application can use a wrap to calculate texture coordinates. For more information, see Wraps.

The IDirect3DRMTexture3 interface is an extension of the IDirect3DRMTexture2 interface, which is an extension of the IDirect3DRMTexture interface.

Textures are loaded from BMP and DIB (device-independent bitmap) files right-side up in IDirect3DRMTexture3::InitFromFile, IDirect3DRMTexture3::InitFromResource2, and in the IDirect3DRMTexture2 versions of these methods, unlike IDirect3DRMTexture::InitFromFile and IDirect3DRMTexture::InitFromResource2 where they are loaded inverted.

For a reference to the methods of these interfaces, see IDirect3DRMTexture3.

Note that you should not use DDSCAPS2_TEXTUREMANAGE flag in Retained Mode. Instead, create textures in system memory, and Retained Mode will manage them.

This section describes the types of textures supported by Direct3D and how your application can use them.

Decals

Textures can also be rendered directly, as visuals. Textures used this way are sometimes known as decals, a term adopted by Retained Mode. A decal is rendered into a viewport-aligned rectangle. The rectangle can optionally be scaled by the depth component of the decal's position. The size of the decal is taken from a rectangle defined relative to the containing frame by using the IDirect3DRMTexture3::SetDecalSize method. (An application can retrieve the size of the decal by using the IDirect3DRMTexture3::GetDecalSize method.) The decal is then transformed and perspective projection is applied.

Decals have origins that your application can set and retrieve by using the IDirect3DRMTexture3::SetDecalOrigin and IDirect3DRMTexture3::GetDecalOrigin methods. The origin is an offset from the top-left corner of the decal. The default origin is [0, 0]. The decal's origin is aligned with its frame's position when rendering.

Texture Colors

You can set and retrieve the number of colors that are used to render a texture by using the IDirect3DRMTexture3::SetColors and IDirect3DRMTexture3::GetColors methods.

If your application uses the RGB color model, you can use 8-bit, 24-bit, and 32-bit textures. If you use the monochromatic (or ramp) color model, however, you can use only 8-bit textures.

Several shades of each color are used when lighting a scene. An application can set and retrieve the number of shades used for each color by calling the IDirect3DRMTexture3::SetShades and IDirect3DRMTexture3::GetShades methods.

A Direct3DRMTexture object uses a D3DRMIMAGE structure to define the bitmap that the texture will be rendered from. If the application provides the D3DRMIMAGE structure, the texture can easily be animated or altered during rendering.

Mipmaps

A mipmap is a sequence of textures, each of which is a progressively lower resolution, prefiltered representation of the same image. Mipmapping is a computationally low-cost way of improving the quality of rendered textures. Each prefiltered image, or level, in the mipmap is a power of two smaller than the previous level. You can specify mipmaps when filtering textures by calling the IDirect3DRMDevice3::SetTextureQuality method.

For more information about mipmaps, see Mipmaps.

Texture Filtering

After a texture has been mapped to a surface, the texture elements (texels) of the texture rarely correspond to individual pixels in the final image. A pixel in the final image can correspond to a large collection of texels or to a small piece of a single texel. You can use texture filtering to specify how to interpolate texel values to pixels.

You can use the IDirect3DRMDevice3::SetTextureQuality method and the D3DRMTEXTUREQUALITY enumerated type to specify the texture filtering mode for your application.

Texture Transparency

You can use the IDirect3DRMTexture3::SetDecalTransparency method to produce transparent textures. Another method for achieving transparency is to use DirectDraw's support for color keys. Color keys are colors or ranges of colors that can be part of either the source or destination of a blit or overlay operation. You can specify that these colors should always be overwritten or never be overwritten.

For more information about DirectDraw's support for color keys, see Color Keying.

Texture Format Selection Rules

When you use a device-independent source image to create a device-dependent texture surface for rendering, the rules are (in order of precedence):

1. Preserve RGB/palettized nature

2. Preserve alpha channel

3. Preserve bit depth or palette size

4. Preserve RBGA masks

5. Prefer 8-bit palettized or 16-bit RGB

For more information about texture pixel formats, see Texture Map Formats.

For related information, see IDirect3DRMTexture3.


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