#pragma once #include "D3DBase.h" namespace D3D { ////////////////////////////////////////////////////////////////////////// //Simple box filter mipmap generator: should in theory be replaced with say a //gaussian or something, but even this makes textures look great, especially //with anisotropic filtering enabled void FilterDown(DWORD *buffer, int w, int h, const int pitch); // __________________________________________________________________________________________________ // calls filterdown which will trash _pBuffer as temp storage for mips LPDIRECT3DTEXTURE9 CreateTexture2D(const BYTE* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt = D3DFMT_A8R8G8B8); void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const BYTE* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt); LPDIRECT3DTEXTURE9 CreateRenderTarget(const int width, const int height); LPDIRECT3DSURFACE9 CreateDepthStencilSurface(const int width, const int height); }