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 );
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 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.
Header: Declared in D3dx9tex.h.