Creates a cube texture from a resource.
HRESULT D3DXCreateCubeTextureFromResource( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, LPDIRECT3DCUBETEXTURE9 * ppCubeTexture );
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.
D3DERR_NOTAVAILABLED3DERR_OUTOFVIDEOMEMORYD3DXERR_INVALIDDATAE_OUTOFMEMORYThe compiler setting determines the function version. If Unicode is defined, the function call resolves to D3DXCreateCubeTextureFromResourceW. Otherwise, the function call resolves to D3DXCreateCubeTextureFromResourceA because ANSI strings are being used.
The function is equivalent to D3DXCreateCubeTextureFromResourceEx(pDevice, hSrcModule, pSrcResource, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, ppCubeTexture).
This function supports the following file formats: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga. See D3DXIMAGE_FILEFORMAT.
Note that a resource created with this function will be placed in the memory class denoted by D3DPOOL_MANAGED.
Filtering is automatically applied to a texture created using this method. The filtering is equivalent to D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER in D3DX_FILTER.
D3DXCreateCubeTextureFromResource uses the DirectDraw surface (DDS) file format. The DirectX Texture Editor (dxtex.exe) enables you to generate a cube map from other file formats and save it in the DDS file format.
Header: Declared in D3dx9tex.h.