Nd3d11 Texture Create From File Official

hr = DirectX::CreateTexture( pDevice, scratchImage.GetImages(), scratchImage.GetImageCount(), metadata, &pTexture );

int main()

if (FAILED(hr))

HRESULT hr = DirectX::LoadFromDDSFile( L"texture.dds", DirectX::DDS_FLAGS_NONE, &metadata, scratchImage );

// Load texture ComPtr<ID3D11Texture2D> pTexture; DirectX::TexMetadata metadata; DirectX::ScratchImage image; nd3d11 texture create from file

hr = DirectX::CreateTexture( pDevice.Get(), image.GetImages(), image.GetImageCount(), metadata, (ID3D11Resource**)pTexture.GetAddressOf() );

std::wcerr << L"Failed to load image: " << std::hex << hr << std::endl; return 1; hr = DirectX::CreateTexture( pDevice, scratchImage

// Convert to 32-bit BGRA pWICFactory->CreateFormatConverter(&pConverter); pConverter->Initialize( pFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, nullptr, 0.0, WICBitmapPaletteTypeCustom );