Uses a compiled high-level shader language (HLSL) function to fill each texel of each mipmap level of a texture.
HRESULT D3DXFillCubeTextureTX( LPDIRECT3DCUBETEXTURE9 pTexture, LPD3DXTEXTURESHADER pTextureShader );
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following:D3DERR_NOTAVAILABLE, D3DERR_INVALIDCALL.
The texture target must be an HLSL function that takes contains the following semantics:
The input parameters can be in any order. For an example, see D3DXFillTextureTX
Header: Declared in D3dx9tex.h.