D3DXCreateCubeTexture
Creates an empty cube texture, adjusting the calling parameters as needed.
HRESULT D3DXCreateCubeTexture(
LPDIRECT3DDEVICE8 pDevice,
UINT Size,
UINT MipLevels,
DWORD Usage,
D3DFORMAT Format,
D3DPOOL Pool,
LPDIRECT3DCUBETEXTURE8* ppCubeTexture
);
Parameters
- pDevice
- [in] Pointer to an IDirect3DDevice8 interface, representing the device to be associated with the texture.
- Size
- [in] Width and height of the cube texture, in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value for this parameter should be 8.
- MipLevels
- [in] Number of mip levels requested. If this value is zero or D3DX_DEFAULT, a complete mipmap chain is created.
- Usage
- [in] 0, D3DUSAGE_RENDERTARGET, or D3DUSAGE_DYNAMIC. Setting this flag to D3DUSAGE_RENDERTARGET indicates that the surface is to be used as a render target. The resource can then be passed to the pNewRenderTarget parameter of the SetRenderTarget method. If D3DUSAGE_RENDERTARGET is specified, the application should check that the device supports this operation by calling IDirect3D8::CheckDeviceFormat. D3DUSAGE_DYNAMIC indicates that the surface should be handled dynamically. For more information on using dynamic textures, see Using Dynamic Textures.
- Format
- [in] Member of the D3DFORMAT enumerated type, describing the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by Format. Applications should check the format of the returned cube texture.
- Pool
- [in] Member of the D3DPOOL enumerated type, describing the memory class into which the cube texture should be placed.
- ppCubeTexture
- [out] Address of a pointer to an IDirect3DCubeTexture8 interface, representing the created cube texture 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 values.
Remarks
Cube textures differ from other surfaces in that they are collections of surfaces. To call SetRenderTarget with a cube texture, you must select an individual face using IDirect3DCubeTexture8::GetCubeMapSurface and pass the resulting surface to SetRenderTarget.
Internally, D3DXCreateCubeTexture uses D3DXCheckCubeTextureRequirements to adjust the calling parameters. Therefore, calls to D3DXCreateCubeTexture will often succeed where calls to IDirect3DDevice8::CreateCubeTexture would fail.
Requirements
Header: Declared in D3dx8tex.h.
Import Library: Use D3dx8.lib.