Microsoft DirectX 9.0

D3DXCreateTextureFromFileEx Function

Creates a texture from a file. This is a more advanced function than D3DXCreateTextureFromFile.


HRESULT D3DXCreateTextureFromFileEx(      

    LPDIRECT3DDEVICE9 pDevice,     LPCTSTR pSrcFile,     UINT Width,     UINT Height,     UINT MipLevels,     DWORD Usage,     D3DFORMAT Format,     D3DPOOL Pool,     DWORD Filter,     DWORD MipFilter,     D3DCOLOR ColorKey,     D3DXIMAGE_INFO *pSrcInfo,     PALETTEENTRY *pPalette,     LPDIRECT3DTEXTURE9 *ppTexture );


[in] Pointer to an IDirect3DDevice9 interface, representing the device to be associated with the texture.
[in] Pointer to a string that specifies the filename. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See Remarks.
[in] Width in pixels. If this value is zero or D3DX_DEFAULT, the dimensions are taken from the file.
[in] Height, in pixels. If this value is zero or D3DX_DEFAULT, the dimensions are taken from the file.
[in] Number of mip levels requested. If this value is zero or D3DX_DEFAULT, a complete mipmap chain is created.
[in] 0, D3DUSAGE_RENDERTARGET, or D3DUSAGE_DYNAMIC. Setting this flag to D3DUSAGE_RENDERTARGET indicates that the surface is to be used as a render target. The resource can then be passed to the pNewRenderTarget parameter of the IDirect3DDevice9::SetRenderTarget method. If either D3DUSAGE_RENDERTARGET or D3DUSAGE_DYNAMIC is specified, Pool must be set to D3DPOOL_DEFAULT, and the application should check that the device supports this operation by calling IDirect3D9::CheckDeviceFormat. D3DUSAGE_DYNAMIC indicates that the surface should be handled dynamically. For more information about using dynamic textures, see Performance OptimizationsUsing Dynamic Textures.
Member of the D3DFORMAT enumerated type, describing the requested pixel format for the texture. The returned texture might have a different format from that specified by Format. Applications should check the format of the returned texture. If Format is D3DFMT_UNKNOWN, the format is taken from the file.
[in] Member of the D3DPOOL enumerated type, describing the memory class into which the texture should be placed.
[in] A combination of one or more D3DX_FILTER controlling how the image is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER.
[in] A combination of one or more D3DX_FILTER controlling how the image is filtered. Specifying D3DX_DEFAULT for this parameter is the equivalent of specifying D3DX_FILTER_BOX.
[in] D3DCOLOR value to replace with transparent black, or 0 to disable the colorkey. This is always a 32-bit ARGB color, independent of the source image format. Alpha is significant and should usually be set to FF for opaque color keys. Thus, for opaque black, the value would be equal to 0xFF000000.
[in, out] Pointer to a D3DXIMAGE_INFO structure to be filled in with a description of the data in the source image file, or NULL.
[out] Pointer to a PALETTEENTRY structure, representing a 256-color palette to fill in, or NULL.
[out] Address of a pointer to an IDirect3DTexture9 interface, representing the created texture object.

Return Value

If the function succeeds, the return value is D3D_OK.

If the function fails, the return value can be one of the following values.

D3DERR_NOTAVAILABLEThis device does not support the queried technique.
D3DERR_OUTOFVIDEOMEMORYMicrosoft?Direct3D?does not have enough display memory to perform the operation.
D3DERR_INVALIDCALLThe method call is invalid. For example, a method's parameter may have an invalid value.
D3DXERR_INVALIDDATAThe data is invalid.
E_OUTOFMEMORYDirect3D could not allocate sufficient memory to complete the call.


The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXCreateTextureFromFileExW. Otherwise, the function call resolves to D3DXCreateTextureFromFileExA because ANSI strings are being used.

This function supports the following file formats: .bmp, .dds, .dib, .jpg, .png, and .tga.

Mipmapped textures automatically have each level filled with the loaded texture.

When loading images into mipmapped textures, some devices are unable to go to a 1x1 image and this function will fail. If this happens, then the images need to be loaded manually.

For the best performance when using D3DXCreateTextureFromFileEx:

  1. Doing image scaling and format conversion at load time can be slow. Store images in the format and resolution they will be used. If the target hardware requires power of 2 dimensions, then create and store images using power of 2 dimensions.
  2. For mipmap image creation at load time, filter using D3DXFILTER_BOX. A box filter is much faster than other filter types such as D3DXFILTER_TRIANGLE.
  3. Consider using DDS files. Since DDS files can be used to represent any Microsoft DirectX?9.0 texture format, they are very easy for Direct3D extensions (D3DX) to read. Also, they can store mipmaps, so any mipmap-generation algorithms can be used to author the images.

Function Information

Import libraryd3dx9.lib
Minimum operating systems Windows 98

See Also

D3DXCreateTextureFromFile, Texture Color Conversions

© 2002 Microsoft Corporation. All rights reserved.