int
textureloadEx(char* name,loadtexturestruct* txt)
name: It can be without path, and extension, so it will be from the textures
subdirectory like tga.
Or you can give the
path, and extension. The file format must be tga, jpg, or bmp, with same extension
name. And only the tga format includes alpha channel. And it makes mipmap phases
automatically.
txt:
Texture properties:
type :
texture format
xsize,ysize
: dimensions of the texture
mipphase : number of mipmap phases. It can be AUTOMIPMAP (0), so the DirectX will generate the all possiblities.
filter: The texture load filter. The
D3DTEXF_LINEAR will strech the
source file into the texture.
mipfilter:
When the DirectX make the mipmap phases for original texture, it will use this filter.
[out]:
Id of texture.
NOTE: the
final type, and final dimensions could modify the original values by the video card
capabilities.