D3DXSaveMeshHierarchyToFile function
Creates a .x file and saves the mesh hierarchy and corresponding animations in it.
Syntax
HRESULT D3DXSaveMeshHierarchyToFile(
_In_ LPCSTR pFilename,
_In_ DWORD XFormat,
_In_ const D3DXFRAME *pFrameRoot,
_In_ LPD3DXANIMATIONCONTROLLER pAnimController,
_In_ LPD3DXSAVEUSERDATA pUserDataSaver
);
Parameters
-
pFilename [in]
-
Type: LPCSTR
Pointer to a string that specifies the name of the .x file identifying the saved mesh. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See Remarks.
-
XFormat [in]
-
Type: DWORD
Format of the .x file (text or binary, compressed or not). See D3DXF_FILEFORMAT. D3DXF_FILEFORMAT_COMPRESSED can be combined (using a logical OR) with either the D3DXF_FILEFORMAT_BINARY or D3DXF_FILEFORMAT_TEXT flags to reduce the output file size.
-
pFrameRoot [in]
-
Type: const D3DXFRAME*
Root node of the hierarchy to be saved. See D3DXFRAME.
-
pAnimController [in]
-
Type: LPD3DXANIMATIONCONTROLLER
Animation controller that has animation sets to be stored. See ID3DXAnimationController.
-
pUserDataSaver [in]
-
Type: LPD3DXSAVEUSERDATA
Application-provided interface that allows saving of user data. See ID3DXSaveUserData.
Return value
Type: HRESULT
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be: D3DERR_INVALIDCALL.
Remarks
The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXSaveMeshHierarchyToFileW. Otherwise, the function call resolves to D3DXSaveMeshHierarchyToFileA.
This function does not save compressed animation sets.
Requirements
Requirement | Value |
---|---|
Header |
|
Library |
|
See also