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Uses a compiled high-level shader language (HLSL) function to fill each texel of each mipmap level of a texture.
Syntax
HRESULT WINAPI D3DXFillTextureTX(
LPDIRECT3DTEXTURE9 pTexture, LPD3DXTEXTURESHADER pTextureShader );
Parameters
- pTexture
- [in, out] Pointer to an IDirect3DTexture9 object, representing the texture to be filled.
- pTextureShader
- [in] Pointer to a ID3DXTextureShader texture shader object.
Return Value
If the function succeeds, the return value is D3D_OK.
If the function fails, the return value can be one of the following:
D3DERR_NOTAVAILABLE This device does not support the queried technique. D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may have an invalid value.
Remarks
The texture target must be an HLSL function that takes contains the following semantics:
- One input parameter must use a POSITION semantic.
- One input parameter must use a PSIZE semantic.
- The function must return a parameter that uses the COLOR semantic.
The following is an example of such an HLSL function:
float4 TextureGradientFill( float2 vTexCoord : POSITION, float2 vTexelSize : PSIZE) : COLOR { float r,g, b, xSq,ySq, a; xSq = 2.f*vTexCoord.x-1.f; xSq *= xSq; ySq = 2.f*vTexCoord.y-1.f; ySq *= ySq; a = sqrt(xSq+ySq); if (a > 1.0f) { a = 1.0f-(a-1.0f); } else if (a < 0.2f) { a = 0.2f; } r = 1-vTexCoord.x; g = 1-vTexCoord.y; b = vTexCoord.x; return float4(r, g, b, a); };Note that the input parameters can be in any order, but both input semantics must be represented.
EffectEdit Sample demonstrates the use of this function.
Function Information
Header d3dx9tex.h Import library d3dx9.lib Minimum operating systems Windows 98
See Also
D3DXFillCubeTextureTX, D3DXFillVolumeTextureTX