Microsoft DirectX 8.0 (C++)

D3DXCreateTextureFromFileA

Creates a texture from a file specified by an ANSI string.

HRESULT D3DXCreateTextureFromFileA(
  LPDIRECT3DDEVICE8 pDevice,
  LPCSTR pSrcFile,
  LPDIRECT3DTEXTURE8* ppTexture
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice8 interface, representing the device to be associated with the texture.
pSrcFile
[in] Pointer to an ANSI string that specifies the file from which to create the texture.
ppTexture
[out] Address of a pointer to an IDirect3DTexture8 interface, representing the created texture object.

Return Values

If the function succeeds, the return value is D3D_OK.

If the function fails, the return value can be one of the following values.

D3DERR_NOTAVAILABLE
D3DERR_OUTOFVIDEOMEMORY
D3DERR_INVALIDCALL
D3DXERR_INVALIDDATA
E_OUTOFMEMORY

Remarks

Mipmapped textures automatically have each level filled with the loaded texture.

When loading images into mipmapped textures, some devices are unable to go to a 1x1 image and this function will fail. If this happens, then the images need to be loaded manually.

D3DXCreateTextureFromFile maps to either D3DXCreateTextureFromFileA or D3DXCreateTextureFromFileW, depending on the inclusion or exclusion of the #define UNICODE switch. Include or exclude the #define UNICODE switch to specify whether your application expects Unicode or ANSI strings. The following code fragment shows how D3DXCreateTextureFromFile is defined.

#ifdef UNICODE
#define D3DXCreateTextureFromFile D3DXCreateTextureFromFileW
#else
#define D3DXCreateTextureFromFile D3DXCreateTextureFromFileA
#endif

Note that a resource created with this function will be placed in the memory class denoted by D3DPOOL_MANAGED.

Requirements

  Header: Declared in D3dx8tex.h.
  Import Library: Use D3dx8.lib.

See Also

D3DXCreateTextureFromFileExA, D3DXCreateTextureFromFileExW, D3DXCreateTextureFromFileW