Microsoft DirectX 8.0 (C++) |
Creates a texture from a file specified by a Unicode string.
HRESULT D3DXCreateTextureFromFileW( LPDIRECT3DDEVICE8 pDevice, LPCWSTR pSrcFile, LPDIRECT3DTEXTURE8* ppTexture );
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 |
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.
Header: Declared in D3dx8tex.h.
Import Library: Use D3dx8.lib.
D3DXCreateTextureFromFileA, D3DXCreateTextureFromFileExA, D3DXCreateTextureFromFileExW