I've
been using D3DXSaveSurfaceToFile for screenies for a while.
Saving to .PNG format produces only solid white images since we've
updated to Apr 06 SDK. Full debug output (including compiling
with D3D_DEBUG_INFO) gives no errors. Anyone else hear of any
problems with this specific format

D3DXSaveSurfaceToFile PNG format broken in Apr 06 SDK?
GeoffW85
Hi,
Can you repro this issue using texconv For instance, say you have texture in a bmp file: imagefile.bmp. Then you can do the following:
texconv imagefile.bmp -ft png
Does the imagefile.png file contain what it should If not please send both files to directx@microsoft.com. If you have further issues, would you provide enough details for us to reproduce the issue so we can debug it
Thanks,
Ben
Philip73
Hi Ben,
The texconv command worked fine, converted to png with no problems. I sent you an email with a tiny test routine which demonstrates the problem.
Thanks
Joe
Haashole
Thanks Ben. I had to use a similar trick to "repair" BMP output from SaveSurfaceToFile, as it was writing 32-bit BMPs, which alot of paint programs do not like.
Vince_Kennedy
Hi Joe,
I've looked into your issue and have found that alpha channel == 0.0 for the pixels in the front buffer. We used to ignore the alpha channel b/c some content tools exported alpha == 0.0 for pngs, but now we use it if it's there. You can do a LoadSurfaceFromSurface() to an X8R8G8B8 surface to make your files like they were before.
Ben
Crean
Hi Joe,
I'm still waiting for the email to percolate through the system to me. When it does I'll post a followup here.
Thanks for the repro,
Ben