Creates a cube texture from a file in memory.
HRESULT D3DXCreateCubeTextureFromFileInMemory( _In_ LPDIRECT3DDEVICE9 pDevice, _In_ LPCVOID pSrcData, _In_ UINT SrcDataSize, _Out_ LPDIRECT3DCUBETEXTURE9 *ppCubeTexture );
- pDevice [in]
Pointer to an IDirect3DDevice9 interface, representing the device to be associated with the cube texture.
- pSrcData [in]
Pointer to the file in memory from which to create the cubemap. See Remarks.
- SrcDataSize [in]
Size of the file in memory, in bytes.
- ppCubeTexture [out]
Address of a pointer to an IDirect3DCubeTexture9 interface, representing the created cube texture object.
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DERR_NOTAVAILABLE, D3DERR_OUTOFVIDEOMEMORY, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.
This function supports the following file formats: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga. See D3DXIMAGE_FILEFORMAT.
The function is equivalent to D3DXCreateCubeTextureFromFileInMemoryEx(pDevice, pSrcData, SrcDataSize, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, ppCubeTexture).
Note that a resource created with this function when called from a IDirect3DDevice9 object will be placed in the memory class denoted by D3DPOOL_MANAGED. When this method is called from a IDirect3DDevice9Ex object the resource will be placed in the memory class denoted by D3DPOOL_DEFAULT.
This method is designed to be used for loading image files stored as RT_RCDATA, which is an application-defined resource (raw data). Otherwise this method will fail.
Filtering is automatically applied to a texture created using this method. The filtering is equivalent to D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER in D3DX_FILTER.
D3DXCreateCubeTextureFromFileInMemory uses the DirectDraw surface (DDS) file format. The DirectX Texture Editor (Dxtex.exe) enables you to generate a cube map from other file formats and save it in the DDS file format. You can get Dxtex.exe and learn about it from the DirectX SDK. For info about the DirectX SDK, see Where is the DirectX SDK?.