所以我在DirectX 9中进行编码,每当我将精灵放在2D世界中时。在精灵图像p周围出现白色的“光环”。我正在使用PNG,精灵背后的背景是透明的。我也试过使用粉红色的背景。看起来光环只出现在像素的直线上,而只出现在某些边缘上。非常感谢任何帮助!
m_d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = windowed; // is program fullscreen, not windowed?
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // set the back buffer format to 32-bit
d3dpp.BackBufferWidth = screenWidth; // set the width of the buffer
d3dpp.BackBufferHeight = screenHeight; // set the height of the buffer
d3dpp.EnableAutoDepthStencil = TRUE; // automatically run the z-buffer for us
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16-bit pixel format for the z-buffer
// create a device class using this information and the info from the d3dpp stuct
m_d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&m_d3ddev);
D3DXCreateSprite(m_d3ddev, &m_d3dspt); // create the Direct3D Sprite object
LPDIRECT3DTEXTURE9 texture;
D3DXCreateTextureFromFileEx(m_d3ddev, "DC.png", D3DX_DEFAULT, D3DX_DEFAULT,
D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT,
D3DX_DEFAULT, D3DCOLOR_XRGB(255, 0, 255), NULL, NULL, &texture);
m_d3ddev->BeginScene();
m_d3dspt->Begin(D3DXSPRITE_ALPHABLEND); // begin sprite drawing with transparency
D3DXVECTOR3 center(0.0f, 0.0f, 0.0f), position((appropriate x), (appropriate y), 1);
m_d3dspt->Draw(texture, NULL, ¢er, &position, D3DCOLOR_ARGB(255, 255, 255, 255));
m_d3dspt->End(); // end sprite drawing
m_d3ddev->EndScene();
m_d3ddev->Present(NULL, NULL, NULL, NULL);
由于 彼得
答案 0 :(得分:0)
当你从精灵图谱中搞砸你的纹理坐标并且你不小心跑掉纹理或者去另一个纹理时会发生这种情况。
最常见的是,AFAIK。