TextureLoader.Save(String,ImageFileFormat,BaseTexture,PaletteEntry) Method (Microsoft.DirectX.Direct3D)

Saves a texture to a file.

Definition

Visual Basic Public Shared Sub Save( _
    ByVal destFile As String, _
    ByVal destFormat As ImageFileFormat, _
    ByVal srcTexture As BaseTexture, _
    ByRef sourcePalette As PaletteEntry _
)
C# public static void Save(
    string destFile,
    ImageFileFormat destFormat,
    BaseTexture srcTexture,
    out PaletteEntry sourcePalette
);
C++ public:
static void Save(
    StringLeave SitedestFile,
    ImageFileFormat destFormat,
    BaseTexturesrcTexture,
    [Out] PaletteEntrysourcePalette
);
JScript public static function Save(
    destFile : String,
    destFormat : ImageFileFormat,
    srcTexture : BaseTexture,
    sourcePalette : PaletteEntry
);

Parameters

destFile System.String
String that specifies the file name of the source image.
destFormat Microsoft.DirectX.Direct3D.ImageFileFormat
An ImageFileFormat flag that specifies the file format to use when saving. See Remarks.
srcTexture Microsoft.DirectX.Direct3D.BaseTexture
A BaseTexture object that contains the texture to save.
sourcePalette Microsoft.DirectX.Direct3D.PaletteEntry[]
A PaletteEntry structure that contains a 256-color palette. This parameter can be 0.

Remarks

The Save method supports the .bmp and .dds file formats. It handles conversion to and from compressed texture formats.

If the volume is not dynamic (because a usage parameter was set to 0 at its creation) and is located in video memory (that is, the memory pool set to Default), this method fails because Microsoft Direct3D cannot lock non-dynamic volumes located in video memory.

Exceptions

InvalidCallException

The method call is invalid. For example, a method's parameter might contain an invalid value.

See Also