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This method locks a rectangle on a texture resource.
Syntax
HRESULT LockRect( UINT Level, D3DMLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags ); |
Parameters
- Level
-
[in] Specifies the level of the texture resource to lock.
- pLockedRect
-
[out] Pointer to a D3DMLOCKED_RECTstructure that describes the locked region.
- pRect
-
[in] Pointer to a rectangle to lock. Specified by a pointer to a RECTstructure. Specifying NULL for this parameter expands the dirty region to cover the entire texture.
- Flags
-
[in] A combination of one or more D3DMLOCK Valuesto describe the type of lock to perform. The following list shows the allowable flags.
- D3DMLOCK_READONLY
- D3DMLOCK_NO_DIRTY_UPDATE
- D3DMLOCK_READONLY
Return Value
If the method succeeds, the return value is D3DM_OK (see D3DM Values).
If the method fails, the return value can be D3DMERR_INVALIDCALL (see D3DMERR Values).
Remarks
For performance reasons, dirty regions are only recorded for level zero of a texture. Dirty regions are automatically recorded when IDirect3DMobileTexture::LockRectis called without D3DMLOCK_NO_DIRTY_UPDATE or D3DMLOCK_READONLY (see D3DMLOCK Values). For more information, see IDirect3DMobileDevice::UpdateTexture.
A multisample backbuffer cannot be locked. Video memory textures cannot be locked, but must be modified by calling IDirect3DMobileDevice::CopyRectsor IDirect3DMobileDevice::UpdateTexture.
Requirements
Header | d3dm.h |
Library | D3dm.lib, D3dmguid.lib |
Windows Embedded CE | Windows CE 5.0 and later |
Windows Mobile | Windows Mobile Version 5.0 and later |