Uses a user-provided function to fill each texel of each mip level of a given cube texture.
HRESULT D3DXFillCubeTexture( LPDIRECT3DCUBETEXTURE9 pTexture, LPD3DXFILL3D pFunction, LPVOID pData );
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.
Here is an example that creates a function called ColorCubeFill, which relies on D3DXFillCubeTexture.
// Define a function that matches the prototype of LPD3DXFILL3D VOID WINAPI ColorCubeFill (D3DXVECTOR4* pOut, const D3DXVECTOR3* pTexCoord, const D3DXVECTOR3* pTexelSize, LPVOID pData) { *pOut = D3DXVECTOR4(pTexCoord->x, pTexCoord->y, pTexCoord->z, 0.0f); } // Fill the texture using D3DXFillCubeTexture if (FAILED (hr = D3DXFillCubeTexture (m_pTexture, ColorCubeFill, NULL))) { return hr; }
Header: Declared in D3dx9tex.h.