D3DX8.LoadSurfaceFromMemory
Loads a surface from memory.
object.LoadSurfaceFromMemory( _
DestSurface As Direct3DSurface8, _
DestPalette As Any, _
DestRect As Any, _
SrcData As Any, _
SrcFormat As CONST_D3DFORMAT, _
SrcPitch As Long, _
SrcPalette As Any, _
SrcRect As Any, _
Filter As Long, _
ColorKey As Long)
Parts
- object
- Object expression that resolves to a D3DX8 object.
- DestSurface
- Direct3DSurface8 object. Specifies the destination surface, which receives the image.
- DestPalette
- The first element of an array of 256 PALETTEENTRY types, representing the destination palette, or ByVal 0.
- DestRect
- RECT type. Specifies the destination rectangle.
- SrcData
- The top-left corner of the source image in memory.
- SrcFormat
- Member of the CONST_D3DFORMAT enumeration; the pixel format of the source image.
- SrcPitch
- Pitch of source image, in bytes. For DXT formats, this number should represent the width of one row of cells, in bytes.
- SrcPalette
- The first element of an array of 256 PALETTEENTRY types, representing the source palette, or ByVal 0.
- SrcRect
- RECT type, describing the dimensions of the source image in memory.
- Filter
- A combination of one or more filter flags defined by the CONST_D3DXENUM enumeration, controlling how the image is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_DITHER Or D3DX_FILTER_TRIANGLE.
- ColorKey
- 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 &HFF000000.
Error Codes
If the method fails, an error is raised and Err.Number can be set to one of the following values.
For information on trapping errors, see the Microsoft® Visual Basic® Error Handling topic.
Remarks
Writing to a non-level-zero surface of the texture does not cause the dirty rectangle to be updated. If D3DX8.LoadSurfaceFromMemory is called and the surface was not already dirty—this is unlikely under normal use scenarios—the application must explicitly call Direct3DTexture8.AddDirtyRect on the texture.