D3DXCreateTextureFromFile does not work.

Hi!
I am learning DXAPI (currently DirectX9) and c++ using Visual Studio 10 and currently I am trying to set texture onto my sqare that I have already rendered on the screen with DrawPrimitive method. So I took first best tutorial and did all the steps mentioned there, I:
- declare the IDirect3DTexture9 pointer;
- call [myDevice]->D3DXCreateTextureFromFile method;
- and set the texture with [myDevice]->SetTexture method.
- yes, and I have also changed my FVF format to include texture coordinates, as well as I changed the vertex structure.
- the texture with the correct name is in the project's folder (and it is not white:)).
Nothing happens. I mean the program runs but the texture is not there, the square is white. The reason is because D3DXCreateTextureFromFile method writes nothing into my texture pointer, so it is NULL when i set the textures to the device.
Now the reason why I am writing this to you is because I managed to get my code working. _My_very_same_code_. In another project! This is insane! The very same code is loading textures in one project and does not do this in another! I took the good project from a book or something.
Now I have perused the properties of both projects and found NO differences. It simply works in the book's project and does not work in mine!
Could anyone possibly explain what is the matter?
If there is a way to send you the projects for comparison please tell me (I cannot find it).
Here is the code I use (u need to set the directories (DXSDK/Include and /Lib) and include d3d9.lib and d3dx9.lib to run it):
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228

#include <windows.h> 
#include <d3dx9.h>

//--------------------------------------GLOBAL-VARIABLES----------------------------------------//

// WinAPI global variables:
HWND hWnd = NULL;						// Our main window;
MSG msg;								// Creates a MSG variable, needed for handling the events-messages in the window.
HRESULT hr;								// Is needed to quickly check if a function succeded (optional).

// DX global interfaces:
LPDIRECT3D9 g_pD3DObject = NULL;			// Declaring the Direct3D interface pointer (this allows to operate with D3D API);
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;	// Declaring the rendering device pointer (this allows our app to "see" the rendering hardware - GPU or CPU)


	IDirect3DVertexBuffer9* gVB;
	IDirect3DTexture9* g_pTexture;


struct vertex	//Creating a temporary class for our vertices (needs to be changed).
{
	float x, y, z;
//	FLOAT    nx, ny, nz;   // Normal.
//	D3DCOLOR diffuse;      // Colour being diffused (most likely will not be used).
    FLOAT    u, v;         // Texture coordinates.
};
#define VERTEXFVF (D3DFVF_XYZ|/*D3DFVF_DIFFUSE|*/D3DFVF_TEX1)




//----------------------------------GLOBAL-VARIABLES-FINSIHED------------------------------------//

// Functions needed to initialize, release or operate the WinAPI and DirectX modules.
LRESULT	CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)

{
	switch (message) 
	{
		case WM_DESTROY:
			PostQuitMessage(0);
			break;
   }
   return DefWindowProc(hWnd, message, wParam, lParam);
}
HRESULT	InitialiseDirectX(HWND hWnd)
{
	// Create the D3D object
	g_pD3DObject=Direct3DCreate9(D3D_SDK_VERSION);
	if (g_pD3DObject==NULL)
		return FALSE;

	// Fill out some presentation parameters for running in a window
	D3DPRESENT_PARAMETERS presParams;
	ZeroMemory(&presParams,sizeof(presParams));

	presParams.Windowed=TRUE;
	presParams.SwapEffect=D3DSWAPEFFECT_DISCARD;
	presParams.BackBufferFormat=D3DFMT_UNKNOWN;
	presParams.BackBufferCount=1;

	// Create the D3D device
	HRESULT hr=g_pD3DObject->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,
		D3DCREATE_HARDWARE_VERTEXPROCESSING, &presParams, &g_pD3DDevice);
	if (FAILED(hr))
	{
		// Some cards may not do hardware vertex processing so fall back to software:
		hr=g_pD3DObject->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,
			D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presParams, &g_pD3DDevice);
		if (FAILED(hr))
			return FALSE;
	}



	// Filling a temporary array of vertices with the data.
	vertex vertices[] =
	{
		{-3,	-4,	0, /* D3DCOLOR_RGBA(0, 0, 255, 255),*/	0, 0},
		{-3,	 4,	0, /* D3DCOLOR_RGBA(0, 0, 255, 255),*/	0, 1},
		{ 3,	-4,	0, /* D3DCOLOR_RGBA(0, 0, 255, 255),*/	1, 0},
		{ 3,	 4,	0, /* D3DCOLOR_RGBA(0, 0, 255, 255),*/	1, 1},
	};

	// Creating a vertex buffer
	void* vb_vertices;
	g_pD3DDevice->CreateVertexBuffer(6*sizeof(vertex), D3DUSAGE_WRITEONLY,
	                         VERTEXFVF, D3DPOOL_DEFAULT,
	                         &gVB,NULL);	

	// Filling the actual vertex buffer.
	gVB->Lock(0,sizeof(vertices),(void**)&vb_vertices,0);
	memcpy(vb_vertices,vertices,sizeof(vertices));
	gVB->Unlock();

	D3DXMATRIX mWorld;
	
	// Specifying the rendering options.
	g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, false);
	g_pD3DDevice->SetStreamSource(0, gVB, 0, sizeof(vertex));
	g_pD3DDevice->SetFVF(VERTEXFVF);

	// Filling a transposition matrix.
	D3DXMatrixTranslation(&mWorld, 0, 0, 0);

	// Showing the "World" matrix to the device.
	g_pD3DDevice->SetTransform(D3DTS_WORLD, &mWorld);

	D3DXCreateTextureFromFile(g_pD3DDevice, "Tree.bmp", &g_pTexture);
	g_pD3DDevice->SetTexture(0, g_pTexture);


	//+++++++++++++++++++++++++++++++++++++++++++++++++++++++//

	D3DXMATRIX matCam;
	D3DXMatrixTranslation(&matCam, 0, 0, 100);
	g_pD3DDevice->SetTransform(D3DTS_VIEW, &matCam);

	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 5000.0f);
	g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);


	//+++++++++++++++ Other rendering options +++++++++++++++//
	// Setting the rendering texture.
	//g_pD3DDevice->SetTexture(0, g_pTexture);



	return TRUE;
}
void	CleanupDirectX()
{
	if (g_pD3DObject)
		g_pD3DObject->Release();

	if (g_pD3DDevice)
		g_pD3DDevice->Release();
}
HRESULT InitWinAPI(HINSTANCE& hInstance, int& nCmdShow)
/**************************************************************************************************
Desc: Creates and registers window calss as well as the window itself
**************************************************************************************************/
{
	// Describe and register our window class
	WNDCLASSEX wcex;
	wcex.cbSize = sizeof(WNDCLASSEX); 
	wcex.style			= CS_CLASSDC;	
	wcex.lpfnWndProc	= (WNDPROC)WndProc;																
	wcex.cbClsExtra		= 0L;												
	wcex.cbWndExtra		= 0L;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= 0;	
	wcex.hCursor		= 0;					
	wcex.hbrBackground	= 0;						
	wcex.lpszMenuName	= 0;							
	wcex.lpszClassName	= "SomeWindowClass";							
	wcex.hIconSm		= 0;

	if (!RegisterClassEx(&wcex))
		return 0;

	// Create the window
	hWnd=CreateWindow("SomeWindowClass", "WindowName", WS_OVERLAPPEDWINDOW,
	  CW_USEDEFAULT,CW_USEDEFAULT, 800, 600, NULL, NULL, hInstance, NULL);

	if (!hWnd)
		return 0;

	return TRUE;
}

//-----------------------------Section-for-the-User's-functions----------------------------------//


//--------------------------Section-for-the-User's-functions-finished----------------------------//



/**************************************************************************************************
Desc: This is the main entry point of the program. 
**************************************************************************************************/
int APIENTRY WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
	//---------------------------------Initialization-phase--------------------------------------//
	// Cleaning the memory for the msg variable;
	ZeroMemory(&msg, sizeof(msg));

	// Initialize and create the window.
	InitWinAPI(hInstance, nCmdShow);

	// Before displaying our window create the D3D device.
	if (!InitialiseDirectX(hWnd))
		return 0;
 
	// Display the window and force an initial paint.
	ShowWindow(hWnd, nCmdShow);
	UpdateWindow(hWnd);
	//--------------------------------Initialization-finished------------------------------------//



    while(msg.message!=WM_QUIT)
    {
        if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else 
		{
			g_pD3DDevice->Clear(0,NULL,D3DCLEAR_TARGET/* | D3DCLEAR_ZBUFFER*/,D3DCOLOR_XRGB(0,0,255),1.0f,0);
			g_pD3DDevice->BeginScene();

			g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
		
			g_pD3DDevice->EndScene();
			g_pD3DDevice->Present(NULL,NULL,NULL,NULL);

		}
    }
	// Clean up DirectX
	CleanupDirectX();


	return msg.wParam;
}
Last edited on
I'd suggest that Tree.bmp may not be in the working directory of your program.
The file is there, I have mentioned it.
I would recommend checking the HRESULT returned from D3DXCreateTextureFromFile for a clue. According to MSDN:

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_OUTOFVIDEOMEMORY, D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.
Can anyone chexk if my code is working for you? I will check the HRESULT meanwhile...
Shit, hanst99 was totally correct, the texture was in my project's folder, while the program is searching for it in project/debug/ folder, the "working directory of my program" where the exe-file is. Thanks for help.
Last edited on
Topic archived. No new replies allowed.