D3DXFillTextureTX

Uses a compiled high-level shader language (HLSL) function to fill each texel of each mipmap level of a texture.

HRESULT D3DXFillTextureTX(
  LPDIRECT3DTEXTURE9 pTexture,
  LPD3DXTEXTURESHADER pTextureShader
);

Parameters

pTexture
[in, out] Pointer to an IDirect3DTexture9 object, representing the texture to be filled.
pTextureShader
[in] Pointer to a ID3DXTextureShader texture shader object.

Return Values

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.

Remarks

The texture target must be an HLSL function that takes contains the following semantics:

The following is an example of such an HLSL function:

float4 TextureGradientFill(
  float2 vTexCoord : POSITION, 
  float2 vTexelSize : PSIZE) : COLOR 
  {
    float r,g, b, xSq,ySq, a;
    xSq = 2.f*vTexCoord.x-1.f; xSq *= xSq;
    ySq = 2.f*vTexCoord.y-1.f; ySq *= ySq;
    a = sqrt(xSq+ySq);
    if (a > 1.0f) {
        a = 1.0f-(a-1.0f);
    }
    else if (a < 0.2f) {
        a = 0.2f;
    }
    r = 1-vTexCoord.x;
    g = 1-vTexCoord.y;
    b = vTexCoord.x;
    return float4(r, g, b, a);
    
  };

Note that the input parameters can be in any order, but both input semantics must be represented.

Requirements

Header: Declared in D3dx9tex.h.

See Also

D3DXFillCubeTextureTX, D3DXFillVolumeTextureTX