Microsoft DirectX 8.0 (C++)

D3DXSaveMeshToX

Saves a mesh to a Microsoft® DirectX® (.x) file.

HRESULT D3DXSaveMeshToX(
  LPSTR pFilename,
  LPD3DXMESH pMesh,
  CONST DWORD* pAdjacency,
  CONST LPD3DXMATERIAL pMaterials,
  DWORD NumMaterials,
  DWORD Format
);

Parameters

pFilename
[in] Pointer to a string that specifies the name of the DirectX file identifying the saved mesh.
pMesh
[in] Pointer to an ID3DXMesh interface, representing the mesh to save to a DirectX file.
pAdjacency
[in] Pointer to an array of three DWORDs per face that specify the three neighbors for each face in the mesh.
pMaterials
[in] Pointer to an array of D3DXMATERIAL structures, containing material information to be saved in the DirectX file.
NumMaterials
[in] Number of D3DXMATERIAL structures in the rgMaterials array
Format
[in] Indicates the format to use when saving the DirectX file. For more information, see Remarks.
DXFILEFORMAT_BINARY
Indicates a binary file.
DXFILEFORMAT_COMPRESSED
Indicates a compressed file.
DXFILEFORMAT_TEXT
Indicates a text file.

Return Values

If the function succeeds, the return value is D3D_OK.

If the function fails, the return value can be D3DERR_INVALIDCALL.

Remarks

The default value for the file format is DXFILEFORMAT_BINARY. The file format values can be combined together in a logical OR to create compressed text or compressed binary files. If a file is specified as both binary (0) and text (1), it will be saved as a text file because the value will be indistinguishable from the text file format value (0 + 1 = 1). If you indicate that the file format should be text and compressed, the file will first be written out as text and then compressed. However, compressed text files are not as efficient as binary text files, so in most cases you will want to indicate binary and compressed. Setting a file to be compressed without specifying a format will result in a binary, compressed file.

Requirements

  Header: Declared in D3dx8mesh.h.
  Import Library: Use D3dx8.lib.