This is how I do it:
x and y is the x and the y in the texture. FRect is TD3DLockedRect.Code:D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8: begin pb := pbyte(Cardinal(FRect.pBits) + y * Cardinal(FRect.pitch) + x * 4); pb^ := b; inc(pb); pb^ := g; inc(pb); pb^ := r; inc(pb); pb^ := a; end;
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