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Finding the Width of a DirectX 9 Texture

Posted on 2004-04-05
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Last Modified: 2013-12-08
I've written a graphics engine for a 2d game using the DirectX 9 'Sprite' system.
I simply need to know how to find the widths of strangely dimensioned textures during runtime (eg 80x60, 400x120, etc...)
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Question by:TimNyborg
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4 Comments
 
LVL 1

Expert Comment

by:Croow
ID: 10767309

It sounds like you can solve this with the GetLevelDesc method.

LPDIRECT3DTEXTURE9 pTexture;

      D3DSURFACE_DESC desc;
      pTexture->GetLevelDesc(0,&desc);
      int width = desc.Width;
      int height = desc.Height;


The D3DSURFACE_DESC structure has a lot of other members, but I doubt they'd be very helpful to you.

Good luck
0
 

Author Comment

by:TimNyborg
ID: 10770109
I've tried that method, but level 0's width and height are converted to powers of 2, equal to or greater than the original dimensions

ie 40x80 becomes 64x128
Is there
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Author Comment

by:TimNyborg
ID: 10770145
whoops

*Is there a way to keep the original size? As far as I can tell, the textures are being expanded to meet 2^n sizes, but that doesn't matter when you go to draw them as sprites, because the extra area is transparent

I just need to find the centers of the actual original image so I can place image on top
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LVL 1

Accepted Solution

by:
Croow earned 125 total points
ID: 10770451
Well then give this a try ...


      if(SUCCEEDED(D3DXCreateTextureFromFile(pDevice,pSrcFile,&pTexture)))
            bTexLoaded = true;

       D3DXIMAGE_INFO info;
       hr = D3DXGetImageInfoFromFile(pSrcFile,&info);

       int width = info.Width;
       int height = info.Height;
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