Windows apps
Collapse the table of content
Expand the table of content
Information
The topic you requested is included in another documentation set. For convenience, it's displayed below. Choose Switch to see the topic in its original location.

D3DX10CreateSprite function

Create a sprite for drawing a 2D texture.

Note  Instead of using this function, we recommend that you use Direct2D and the DirectXTK library, SpriteBatch class.
 

Syntax


HRESULT D3DX10CreateSprite(
  _In_  ID3D10Device   *pDevice,
  _In_  UINT           cDeviceBufferSize,
  _Out_ LPD3DX10SPRITE *ppSprite
);

Parameters

pDevice [in]

Type: ID3D10Device*

A pointer to the device (see ID3D10Device Interface) that will draw the sprite.

cDeviceBufferSize [in]

Type: UINT

The size of the vertex buffer, in number of sprites, that will be sent to the device when ID3DX10Sprite::Flush or ID3DX10Sprite::DrawSpritesImmediate is called. This should be a small number if you know you will be rendering a small number of sprites at a time (to save memory) and a large number if you know you will be rendering a large number of sprites at a time. The maximum value is 4096. If 0 is specified, the vertex buffer size will automatically be set to 4096.

ppSprite [out]

Type: LPD3DX10SPRITE*

The address of a pointer to a sprite interface (see ID3DX10Sprite Interface).

Return value

Type: HRESULT

If the function succeeds, the return value is S_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Requirements

Header

D3DX10.h

Library

D3DX10.lib

See also

General Purpose Functions

 

 

Show:
© 2017 Microsoft