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DirectX and False Stretching Images

A. Gaubatz
P: n/a
I am using some code that I somewhat cannibalized from a tutorial, and
whenever I try to put in an image not of specific seemingly random
sizes, it stretches them out alot.

The module that runs the code I am using is this: (note that the
tutorial had a 3D segment as well, which has been remarked)

-------------------------------------------------------

Imports Microsoft.DirectX
Imports Microsoft.DirectX.Direct3D

Module mdx9a
Public device As device
Public sprite As Sprite
Dim deviceSetting As New PresentParameters
Structure oggX
'contain mesh and material for an object
'Public mesh As Mesh
'Public numX As Integer
Public tex() As Texture
'Public mat() As Material
End Structure
'Public Const GradToRad = Math.PI / 180

Sub createDevice(ByVal width As Integer, ByVal heigth As Integer,
ByVal bpp As Integer, ByVal fhWnd As System.IntPtr, ByVal windowed As
Boolean)
'screen description
deviceSetting.BackBufferCount = 1 'backbuffer number
deviceSetting.AutoDepthStencilFormat = DepthFormat.D16
'Z/Stencil buffer formats
deviceSetting.EnableAutoDepthStencil = True 'active Z/Stencil
buffer
deviceSetting.DeviceWindowHandle = fhWnd 'handle del form
deviceSetting.SwapEffect = SwapEffect.Flip 'rendering type
If windowed Then
deviceSetting.Windowed = True 'setting for windowed mode
Else
deviceSetting.Windowed = False 'setting for fullscreen
deviceSetting.BackBufferWidth = width 'screen resolution
deviceSetting.BackBufferHeight = heigth 'screen resolution
If bpp = 16 Then
deviceSetting.BackBufferFormat = Format.R5G6B5
'backbuffer format at 16Bit
Else
deviceSetting.BackBufferFormat = Format.X8R8G8B8
'backbuffer format at 32Bit
End If

End If
'presentation type
deviceSetting.PresentationInterval = PresentInterval.Immediate
'create device
device = New device(0, DeviceType.Hardware, fhWnd,
CreateFlags.HardwareVertexProcessing, deviceSetting)

'create a sprite controller for device
sprite = New sprite(device)

End Sub

'must be executed when form is resized
Sub resetDevice()
'you must putting them to zero to permit directX to change
backbuffer size
deviceSetting.BackBufferHeight = 0
deviceSetting.BackBufferWidth = 0
device.Reset(deviceSetting)
End Sub

Sub defaultSetting()

' device.RenderState.ZBufferEnable = True 'Z buffer on
' device.RenderState.Lighting = False 'lights off
' device.RenderState.ShadeMode = ShadeMode.Gouraud 'gouraud
mode
device.Transform.World = Matrix.Identity
device.Transform.View = Matrix.LookAtLH(New Vector3(0, 0, -30),
New Vector3(0, 0, 0), New Vector3(0, 1, 0))
device.Transform.Projection =
Matrix.PerspectiveFovLH(CSng(Math.PI / 3), CSng(4 / 3), 1, 2000)

End Sub

'create texture from file
Function createTexture(ByVal filesrc As String, Optional ByVal
colorKey As Integer = 0) As Texture
Return TextureLoader.FromFile(device, filesrc, 0, 0, 0, 0,
Format.Unknown, Pool.Managed, Filter.Linear, Filter.Linear, colorKey)
End Function
End Module

--------------------------------------------------

I am then using code like this to display pictures to the screen.

This to Create:
Texture = createTexture("filename", Color.FromArgb(255, 255, 0,
255).ToArgb)

This to Draw:
sprite.Draw(Texture, New Rectangle(0, 0, 275, 2000), New Vector3(0, 0,
0), New Vector3(0, 0, 0), Color.White)
Note that everything works fine, except that some file sizes are
distorted. (the file size I need that doesnt work is 1021x2997)

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Jun 30 '06 #1
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Andrew Morton
P: n/a
A. Gaubatz wrote:
I am using some code that I somewhat cannibalized from a tutorial, and
whenever I try to put in an image not of specific seemingly random
sizes, it stretches them out alot.
....
I am then using code like this to display pictures to the screen.

This to Create:
Texture = createTexture("filename", Color.FromArgb(255, 255, 0,
255).ToArgb)

This to Draw:
sprite.Draw(Texture, New Rectangle(0, 0, 275, 2000), New Vector3(0, 0,
0), New Vector3(0, 0, 0), Color.White)
Note that everything works fine, except that some file sizes are
distorted. (the file size I need that doesnt work is 1021x2997)
It appears that you are trying to squash a 1021px x 2997px image into a
275px x 2000px box. You could either
a) Crop the image
or
b) Resize the image into the available space while keeping the same aspect
ratio.

Andrew
Jul 3 '06 #2

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