I'm trying to load a tiled texture in a .bmp file into
multiple textures in program memory. I'm having trouble
the the IDirect3DDevice9::CreateTexture and
First of all, I don't want a full mipmap chain, but
Direct3D INSISTS on building one (the call fails unless I
specify 0 or D3DX_DEFAULT, both of which make a full
Ok, that's not so big a deal. It uses up more memory, but
I can live with it. Now for the next part: When I go to
lock the texture so that I can copy data from the loaded
texture into my created one, it decides to give
me "D3DERR_INVALIDCALL" no matter what I do.
Anyone have an idea as to what's going on?