Microsoft DirectX 8.1 (C++)

D3DXCreateCubeTextureFromFileInMemoryEx

Creates a cube texture from a file in memory. This is a more advanced function than D3DXCreateCubeTextureFromFileInMemory.

HRESULT D3DXCreateCubeTextureFromFileInMemoryEx(
  LPDIRECT3DDEVICE8 pDevice,
  LPCVOID pSrcData,
  UINT SrcDataSize,
  UINT Size,
  UINT MipLevels,
  DWORD Usage,
  D3DFORMAT Format,
  D3DPOOL Pool,
  DWORD Filter,
  DWORD MipFilter,
  D3DCOLOR ColorKey,
  D3DXIMAGE_INFO* pSrcInfo,
  PALETTEENTRY* pPalette,
  LPDIRECT3DCUBETEXTURE8* ppCubeTexture
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice8 interface, representing the device to be associated with the cube texture.
pSrcData
[in] Pointer to the file in memory from which to create the cube texture. See Remarks.
SrcDataSize
[in] Size of the file in memory, in bytes.
Size
[in] Width and height in pixels. If this value is zero or D3DX_DEFAULT, the dimensions are taken from the file.
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. See Remarks.
Format
[in] Member of the D3DFORMAT enumerated type, describing the requested pixel format for the cube texture. The returned texture might have a different format from that specified by Format. Applications should check the format of the returned texture. If Format is D3DFMT_UNKNOWN, the format is taken from the file.
Pool
[in] Member of the D3DPOOL enumerated type, describing the memory class into which the cube texture should be placed.
Filter
[in] A combination of one or more D3DX_FILTER flags controlling how the image is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER.
MipFilter
[in] A combination of one or more D3DX_FILTER flags controlling how the image is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_BOX.
ColorKey
[in] D3DCOLOR value to replace with transparent black, or 0 to disable the colorkey. This is always a 32-bit ARGB color, independent of the source image format. Alpha is significant, and should usually be set to FF for opaque colorkeys. Thus, for opaque black, the value would be equal to 0xFF000000.
pSrcInfo
[in, out] Pointer to a D3DXIMAGE_INFO structure to be filled with a description of the data in the source image file, or NULL.
pPalette
[out] Pointer to a PALETTEENTRY structure, representing a 256-color palette to fill in, or NULL.
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.

D3DERR_INVALIDCALL
D3DERR_NOTAVAILABLE
D3DERR_OUTOFVIDEOMEMORY
D3DXERR_INVALIDDATA
E_OUTOFMEMORY

Remarks

This function supports the following file formats: .bmp, .dds, .dib, .jpg, .png, and .tga.

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.

This method is designed to be used for loading image files stored as RT_RCDATA, which is an application-defined resource (raw data). Otherwise this method will fail.

D3DXCreateCubeTextureFromFileInMemoryEx uses the Microsoft® DirectDraw® surface file format (.dds). The DXTex Tool enables you to generate a cube map from other file formats and save it in the .dds file format

Requirements

  Header: Declared in D3dx8tex.h.