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.
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.