Microsoft DirectX 8.1 (Visual Basic)

D3DX8.LoadVolumeFromMemory

Loads a volume from memory.

object.LoadVolumeFromMemory( _ 
    DestVolume As Direct3DVolume8, _ 
    DestPalette As Any, _ 
    DestBox As Any, _ 
    SrcMemory As Any, _ 
    SrcFormat As Long, _ 
    SrcRowPitch As Long, _ 
    SrcSlicePitch As Long, _ 
    SrcPalette As Any, _ 
    SrcBox As D3DBOX, _ 
    Filter As Long, _ 
    ColorKey As Long)

Parts

object
Object expression that resolves to a D3DX8 object.
DestVolume
Direct3DVolume8 object. Specifies the destination volume, which receives the image.
DestPalette
The first element of an array of 256 PALETTEENTRY types, representing the destination palette, or ByVal 0.
DestBox
D3DBOX type. Specifies the destination box. Set this parameter to ByVal 0 to specify the entire volume.
SrcMemory
Value that indicates the top-left corner of the source volume in memory.
SrcFormat
Member of the CONST_D3DFORMAT enumeration; the pixel format of the source volume.
SrcRowPitch
Pitch of source image, in bytes. For DXT formats (compressed texture formats), this number should represent the size of one row of cells, in bytes.
SrcSlicePitch
Pitch of source image, in bytes. For DXT formats (compressed texture formats), this number should represent the size of one slice of cells, in bytes.
SrcPalette
The first element of an array of 256 PALETTEENTRY types, representing the source palette, or ByVal 0.
SrcBox
D3DBOX type. Specifies the source box. ByVal 0 is not a valid value for this parameter.
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.

D3DERR_INVALIDCALL
D3DXERR_INVALIDDATA

For information on trapping errors, see the Microsoft® Visual Basic® Error Handling topic.

Remarks

Writing to a non-level-zero surface of the volume texture does not cause the dirty rectangle to be updated. If D3DX8.LoadVolumeFromMemory is called and the surface was not already dirty—this is unlikely under normal use scenarios—the application must explicitly call Direct3DVolumeTexture8.AddDirtyBox on the texture.