Nd3d11 Texture Create From File — __link__
// Cleanup delete[] imageData; pConverter->Release(); pFrame->Release(); pDecoder->Release(); DDS files support block compression (BC1-7), mipmaps, and cubemaps.
#include <DirectXTex.h> ID3D11Texture2D* pTexture = nullptr; ID3D11ShaderResourceView* pSRV = nullptr; DirectX::TexMetadata metadata; DirectX::ScratchImage scratchImage; nd3d11 texture create from file
ID3D11Texture2D* pTexture = nullptr; pDevice->CreateTexture2D(&desc, &initData, &pTexture); // Cleanup delete[] imageData
if (SUCCEEDED(hr) && pSRV)
HRESULT hr = DirectX::LoadFromDDSFile( L"texture.dds", DirectX::DDS_FLAGS_NONE, &metadata, scratchImage ); DDS files support block compression (BC1-7)