Nd3d11 Texture Create From File ((exclusive)) 〈LATEST〉
#include <DirectXTex.h> ID3D11Texture2D* pTexture = nullptr; ID3D11ShaderResourceView* pSRV = nullptr; DirectX::TexMetadata metadata; DirectX::ScratchImage scratchImage;
ID3D11Texture2D* pTexture = nullptr; pDevice->CreateTexture2D(&desc, &initData, &pTexture); nd3d11 texture create from file
if (FAILED(hr)) return hr;
DirectX::CreateShaderResourceView( pDevice, scratchImage.GetImages(), scratchImage.GetImageCount(), metadata, &pSRV ); #include <DirectXTex
// Convert to 32-bit BGRA pWICFactory->CreateFormatConverter(&pConverter); pConverter->Initialize( pFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, nullptr, 0.0, WICBitmapPaletteTypeCustom ); ID3D11Texture2D* pTexture = nullptr
if (FAILED(hr)) return hr;
if (FAILED(hr))