Microsoft DirectX 8.1 (C++) |
Creates a volume texture from a file.
HRESULT D3DXCreateVolumeTextureFromFile( LPDIRECT3DDEVICE8 pDevice, LPCTSTR pSrcFile, LPDIRECT3DVOLUMETEXTURE8* ppVolumeTexture );
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_NOTAVAILABLE |
D3DERR_OUTOFVIDEOMEMORY |
D3DERR_INVALIDCALL |
D3DXERR_INVALIDDATA |
E_OUTOFMEMORY |
This function supports the following file formats: .bmp, .dds, .dib, .jpg, .png, and .tga.
Mipmapped textures automatically have each level filled with the loaded texture.
When loading images into mipmapped textures, some devices are unable to go to a 1x1 image and this function will fail. If this happens, then the images need to be loaded manually.
This functions supports both Unicode and ANSI strings.
Note that a resource created with this function will be placed in the memory class denoted by D3DPOOL_MANAGED.
Header: Declared in D3dx8tex.h.
Import Library: Use D3dx8.lib.
D3DXCreateVolumeTextureFromFileEx, D3DXCreateVolumeTextureFromResource, D3DXCreateVolumeTextureFromResourceEx, D3DXCreateVolumeTextureFromFileInMemory, D3DXCreateVolumeTextureFromFileInMemoryEx