D3DXFillVolumeTexture function
Uses a user-provided function to fill each texel of each mip level of a given volume texture.
Syntax
HRESULT D3DXFillVolumeTexture(
_Out_ LPDIRECT3DVOLUMETEXTURE9 pTexture,
_In_ LPD3DXFILL3D pFunction,
_In_ LPVOID pData
);
Parameters
-
pTexture [out]
-
Type: LPDIRECT3DVOLUMETEXTURE9
Pointer to an IDirect3DVolumeTexture9 interface, representing the filled texture.
-
pFunction [in]
-
Type: LPD3DXFILL3D
Pointer to a user-provided evaluator function, which will be used to compute the value of each texel. The function follows the prototype of LPD3DXFILL3D.
-
pData [in]
-
Type: LPVOID
Pointer to an arbitrary block of user-defined data. This pointer will be passed to the function provided in pFunction.
Return value
Type: HRESULT
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following values: D3DERR_INVALIDCALL.
Remarks
If the volume is non-dynamic (because usage is set to 0 when it is created), and located in video memory (the memory pool set to D3DPOOL_DEFAULT), D3DXFillVolumeTexture will fail because the volume cannot be locked.
This example creates a function called ColorVolumeFill, which relies on D3DXFillVolumeTexture.
// Define a function that matches the prototype of LPD3DXFILL3D
VOID WINAPI ColorVolumeFill (D3DXVECTOR4* pOut, const D3DXVECTOR3* pTexCoord,
const D3DXVECTOR3* pTexelSize, LPVOID pData)
{
*pOut = D3DXVECTOR4(pTexCoord->x, pTexCoord->y, pTexCoord->z, 0.0f);
}
// Fill volume texture
if (FAILED (hr = D3DXFillVolumeTexture (m_pTexture, ColorVolumeFill, NULL)))
{
return hr;
}
Requirements
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Header |
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Library |
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See also