Uses a user-provided function to fill each texel of each mip level of a given volume texture.
HRESULT D3DXFillVolumeTexture( LPDIRECT3DVOLUMETEXTURE9 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.
If the volume is non-dynamic (because usage is set to 0 when it is created), and located in video memory (the memory pool set to D3DPOOL_DEFAULT), D3DXFillVolumeTexture will fail because the volume cannot be locked.
This example creates a function called ColorVolumeFill, which relies on D3DXFillVolumeTexture.
// Define a function that matches the prototype of LPD3DXFILL3D VOID WINAPI ColorVolumeFill (D3DXVECTOR4* pOut, const D3DXVECTOR3* pTexCoord, const D3DXVECTOR3* pTexelSize, LPVOID pData) { *pOut = D3DXVECTOR4(pTexCoord->x, pTexCoord->y, pTexCoord->z, 0.0f); } // Fill volume texture if (FAILED (hr = D3DXFillVolumeTexture (m_pTexture, ColorVolumeFill, NULL))) { return hr; }
Header: Declared in D3dx9tex.h.