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D3DXFillTextureTX function

Uses a compiled high-level shader language (HLSL) function to fill each texel of each mipmap level of a texture.

Syntax


HRESULT D3DXFillTextureTX(
  _Inout_ LPDIRECT3DTEXTURE9  pTexture,
  _In_    LPD3DXTEXTURESHADER pTextureShader
);

Parameters

pTexture [in, out]

Type: LPDIRECT3DTEXTURE9

Pointer to an IDirect3DTexture9 object, representing the texture to be filled.

pTextureShader [in]

Type: LPD3DXTEXTURESHADER

Pointer to a ID3DXTextureShader texture shader object.

Return value

Type: HRESULT

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, D3DERR_INVALIDCALL.

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.

Requirements

Header

D3dx9tex.h

Library

D3dx9.lib

See also

D3DXFillCubeTextureTX
D3DXFillVolumeTextureTX

 

 

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