Uses a user-provided function to fill each texel of each mip level of a given texture.
HRESULT D3DXFillTexture( LPDIRECT3DTEXTURE9 pTexture, LPD3DXFILL2D 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 ColorFill, which relies on D3DXFillTexture.
// Define a function that matches the prototype of LPD3DXFILL3D VOID WINAPI ColorFill (D3DXVECTOR4* pOut, const D3DXVECTOR2* pTexCoord, const D3DXVECTOR2* pTexelSize, LPVOID pData) { *pOut = D3DXVECTOR4(pTexCoord->x, pTexCoord->y, 0.0f, 0.0f); } // Fill the texture using D3DXFillTexture if (FAILED (hr = D3DXFillTexture (m_pTexture, ColorFill, NULL))) { return hr; }
Header: Declared in D3dx9tex.h.