2008/9/6 Christof Sigel <[EMAIL PROTECTED]>:
> Thanks for the input, I really should have realised my approach was
> incorrect as soon as I saw that DXT textures are in blocks.
> I'm not quite sure how to go about writing a test case, would I just
> have to create and update surface(s) and check th
Thanks for the input, I really should have realised my approach was
incorrect as soon as I saw that DXT textures are in blocks.
I'm not quite sure how to go about writing a test case, would I just
have to create and update surface(s) and check that the resulting
surface(s) have been updated corr
2008/9/5 Christof Sigel <[EMAIL PROTECTED]>:
> +/* since DXT compressed formats are specified in 4x4
> pixel blocks devide pitch by 4 */
> +int srcPitch=srcLockedRect.Pitch>>2;
> +int destPitch=destLockedRect.Pitch>>2;
That w