D3DXSaveTextureToFile function
Saves a texture to a file.
Syntax
HRESULT D3DXSaveTextureToFile(
_In_ LPCTSTR pDestFile,
_In_ D3DXIMAGE_FILEFORMAT DestFormat,
_In_ LPDIRECT3DBASETEXTURE9 pSrcTexture,
_In_ const PALETTEENTRY *pSrcPalette
);
Parameters
-
pDestFile [in]
-
Type: LPCTSTR
Pointer to a string that specifies the file name of the destination image. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See Remarks.
-
DestFormat [in]
-
Type: D3DXIMAGE_FILEFORMAT
D3DXIMAGE_FILEFORMAT specifying the file format to use when saving. This function supports saving to all D3DXIMAGE_FILEFORMAT formats except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).
-
pSrcTexture [in]
-
Type: LPDIRECT3DBASETEXTURE9
Pointer to IDirect3DBaseTexture9 interface, containing the texture to be saved.
-
pSrcPalette [in]
-
Type: const PALETTEENTRY*
Pointer to a PALETTEENTRY structure containing a palette of 256 colors. This parameter can be NULL.
Return value
Type: HRESULT
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be the following: D3DERR_INVALIDCALL
Remarks
The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXSaveTextureToFileW. Otherwise, the function call resolves to D3DXSaveTextureToFileA because ANSI strings are being used.
This function handles conversion to and from compressed texture formats.
If the volume is nondynamic (because of a usage parameter set to 0 at the creation) and located in video memory (the memory pool set to D3DPOOL_DEFAULT), D3DXSaveTextureToFile will fail because D3DX cannot lock nondynamic volumes located in video memory.
Requirements
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Header |
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Library |
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See also