If you have a a IDirect3DTexture9 of the image to be scaled, you can use StretchRect.
There is no equivalent function in D3D11, however, if you have a ID3D11Texture2D of the image to be scaled, you can simply create a render target of the desired destination size, a fullscreen quad, and render to the target with a simple shader that just samples the original texture. The resulting render target will be a scaled image of the input. Note: this fullscreen quad method will also work in D3D9.
Asked in February 2016Viewed 3,597 timesVoted 10Answered 1 times