VolumeLoader.Save(String,ImageFileFormat,Volume,PaletteEntry) Method (Microsoft.DirectX.Direct3D)
Saves a volume to a file.
Definition
Visual Basic Public Shared Sub Save( _
ByVal destFile As String, _
ByVal destFormat As ImageFileFormat, _
ByVal srcVolume As Volume, _
ByRef sourcePalette As PaletteEntry _
)C# public static void Save(
string destFile,
ImageFileFormat destFormat,
Volume srcVolume,
out PaletteEntry sourcePalette
);C++ public:
static void Save(
String^ destFile,
ImageFileFormat destFormat,
Volume^ srcVolume,
[Out] PaletteEntry% sourcePalette
);JScript public static function Save(
destFile : String,
destFormat : ImageFileFormat,
srcVolume : Volume,
sourcePalette : PaletteEntry
);
Parameters
destFile System.String
String that specifies the file name of the source image.destFormat Microsoft.DirectX.Direct3D.ImageFileFormat
An ImageFileFormat that specifies the file format to use when saving. See Remarks.srcVolume Microsoft.DirectX.Direct3D.Volume
A Volume object that contains the image to save.sourcePalette Microsoft.DirectX.Direct3D.PaletteEntry[]
Array of PaletteEntry structures that contain a 256-color palette. This parameter can be 0.
Remarks
This method supports the .bmp and .dds file formats. It handles conversion to and from compressed texture formats.
If the volume is non-dynamic (because a usage parameter was set to 0 at creation) and is located in video memory (the memory pool set to Default), VolumeLoader.Save fails because Microsoft Direct3D cannot lock non-dynamic volumes located in video memory.
Exceptions
The method call is invalid. For example, a method's parameter might contain an invalid value.