Microsoft DirectX 8.1 (Visual Basic)

D3DX8.FilterCubeTexture

Filters a cube texture.

object.FilterCubeTexture( _ 
    CubeTexture As Direct3DCubeTexture8, _ 
    Palette As Any, _ 
    SrcLevel As Long, _ 
    MipFilter As Long)

Parts

object
Object expression that resolves to a D3DX8 object.
CubeTexture
Direct3DCubeTexture8 object representing the cube texture to filter.
Palette
The first element of an array of 256 PALETTEENTRY types to fill in, or ByVal 0. If a palette is not specified, the default Microsoft® Direct3D® palette (an all opaque white palette) is provided.
SrcLevel
The level whose image is used to generate the subsequent levels. Specifying D3DX_DEFAULT for this parameter is equivalent to specifying 0.
MipFilter
A combination of one or more filter flags defined by the CONST_D3DXENUM enumeration, controlling how the mipmap is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_BOX.

Error Codes

If the method fails, an error is raised and Err.Number can be set to one of the following values.

D3DERR_INVALIDCALL
D3DXERR_INVALIDDATA

For information on trapping errors, see the Microsoft Visual Basic® Error Handling topic.

Remarks

Writing to a non-level-zero surface of the texture does not cause the dirty rectangle to be updated. If D3DX8.FilterCubeTexture is called and the surface was not already dirty—this is unlikely under normal use scenarios—the application must explicitly call Direct3DTexture8.AddDirtyRect on the texture.

For each side of the cube texture, a box-filter is recursively applied to each level to generate the next level.