Microsoft DirectX 8.0 (Visual Basic) |
Before your application creates a rendering device, it can determine if the device supports texturing from compressed texture surfaces by calling Direct3D8.CheckDeviceFormat. This method determines whether a surface format can be used as a texture on a device representing the adapter. To test the adapter, specify any pixel format that uses the DXT1, DXT2, DXT3, DXT4, or DXT5 four character codes (FOURCCs). If CheckDeviceFormat returns D3D_OK, the device can create texture directly from a compressed texture surface that uses that format. If so, you can use compressed texture surfaces directly with Microsoft® Direct3D® by calling the Direct3DDevice8.SetTexture method. If the device does not support texturing from compressed texture surfaces, you can still store texture data in a compressed format surface, but you must convert any compressed textures to a supported format before they can be used for texturing.