Nd3d11 Texture Create From File 2021 Today
if (SUCCEEDED(hr)) std::cout << "Texture created successfully!" << std::endl; else std::cerr << "Texture creation failed!" << std::endl;
// Convert to 32-bit BGRA pWICFactory->CreateFormatConverter(&pConverter); pConverter->Initialize( pFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, nullptr, 0.0, WICBitmapPaletteTypeCustom ); nd3d11 texture create from file
HRESULT hr = DirectX::LoadFromDDSFile( L"texture.dds", DirectX::DDS_FLAGS_NONE, &metadata, scratchImage ); if (SUCCEEDED(hr)) std::cout <
DirectX::CreateShaderResourceView( pDevice, scratchImage.GetImages(), scratchImage.GetImageCount(), metadata, &pSRV ); "Texture created successfully!" <
hr = DirectX::CreateTexture( pDevice.Get(), image.GetImages(), image.GetImageCount(), metadata, (ID3D11Resource**)pTexture.GetAddressOf() );