Gfxformatr8g8b8a8 = D3dfmt_a8r8g8b8
by Eric Preisz · in Torque Game Engine Advanced · 08/23/2007 (6:52 am) · 3 replies
I notied that GFXFormatR8G8B8A8 maps to D3DFMT_A8R8G8B8. The bit order difference is likely to confuse someone, caught me for a second.
Thanks.
Thanks.
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#2
Not a big deal really, just an opportunity for beginner, who is locking a texture, to get confused.
Thanks for your time.
08/23/2007 (2:37 pm)
Yea, it's not really a problem to someone from load time. The confusion is when you lock a dynamic texture. Now, I should have remembered that D3D doesn't have that format, but I always forget because I know they have those darn argb macros lying around.Not a big deal really, just an opportunity for beginner, who is locking a texture, to get confused.
Thanks for your time.
#3
08/24/2007 (11:13 am)
Yeah GL, and D3D use reversed byte orderings. It's a total pain because I don't think the tgea textures differentiate between what order the bytes are in and what format they are in. This is very annoying.
Torque 3D Owner Pat Wilson
This is true, but D3D does not have that byte ordering as an option. The re-ordering of bytes happens in the texture manager when the texture is uploaded. If the Swizzle class is in TGEA, you can use it to easily do bit-swapping.