D3DXComputeIMTFromPerTexelSignal function
Calculate per-triangle IMT's from per-texel data. This function is similar to D3DXComputeIMTFromTexture, but it uses a float array to pass in the data, and it can calculate higher dimensional values than 4.
Syntax
HRESULT D3DXComputeIMTFromPerTexelSignal(
_In_ LPD3DXMESH pMesh,
_In_ DWORD dwTextureIndex,
_In_ FLOAT *pfTexelSignal,
_In_ UINT uWidth,
_In_ UINT uHeight,
_In_ UINT uSignalDimension,
_In_ UINT uComponents,
_In_ DWORD dwOptions,
LPD3DXUVATLASCB pStatusCallback,
LPVOID pUserContext,
_Out_ LPD3DXBUFFER *ppIMTData
);
Parameters
-
pMesh [in]
-
Type: LPD3DXMESH
A pointer to an input mesh (see ID3DXMesh) which contains the object geometry for calculating the IMT.
-
dwTextureIndex [in]
-
Type: DWORD
Zero-based texture coordinate index that identifies which set of texture coordinates to use.
-
pfTexelSignal [in]
-
Type: FLOAT*
A pointer to an array of input texels from which IMT will be computed. The array size is uWidth*uHeight*uComponents.
-
uWidth [in]
-
Type: UINT
Texture width in pixels.
-
uHeight [in]
-
Type: UINT
Texture height in pixels.
-
uSignalDimension [in]
-
Type: UINT
The number of floats per-component in each element of the signal array.
-
uComponents [in]
-
Type: UINT
The number of components in each texel.
-
dwOptions [in]
-
Type: DWORD
Texture wrap options. This is a combination of one or more D3DXIMT FLAGS.
-
pStatusCallback
-
Type: LPD3DXUVATLASCB
A pointer to a callback function to monitor IMT computation progress.
-
pUserContext
-
Type: LPVOID
A pointer to a user-defined variable which is passed to the status callback function. Typically used by an application to pass a pointer to a data structure that provides context information for the callback function.
-
ppIMTData [out]
-
Type: LPD3DXBUFFER*
A pointer to the buffer (see ID3DXBuffer) containing the returned IMT array. This array can be provided as input to the D3DX UVAtlas Functions to prioritize texture-space allocation in the texture parameterization.
Return value
Type: HRESULT
If the function succeeds, the return value is D3D_OK; otherwise, the value is D3DERR_INVALIDCALL.
Requirements
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See also