Nd3d11 Texture Create From File Page
if (SUCCEEDED(hr)) std::cout << "Texture created successfully!" << std::endl; else std::cerr << "Texture creation failed!" << std::endl;
hr = DirectX::CreateTexture( pDevice, scratchImage.GetImages(), scratchImage.GetImageCount(), metadata, &pTexture ); nd3d11 texture create from file
// Cleanup delete[] imageData; pConverter->Release(); pFrame->Release(); pDecoder->Release(); DDS files support block compression (BC1-7), mipmaps, and cubemaps. if (SUCCEEDED(hr)) std::cout <
// Convert to 32-bit BGRA pWICFactory->CreateFormatConverter(&pConverter); pConverter->Initialize( pFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, nullptr, 0.0, WICBitmapPaletteTypeCustom ); "Texture created successfully!" <












