Nd3d11 Texture Create From File _verified_ May 2026
// Create D3D11 device ComPtr<ID3D11Device> pDevice; D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &pDevice, nullptr, nullptr );
HRESULT hr = DirectX::LoadFromDDSFile( L"texture.dds", DirectX::DDS_FLAGS_NONE, &metadata, scratchImage ); nd3d11 texture create from file
if (FAILED(hr)) return hr;
if (SUCCEEDED(hr))
hr = DirectX::CreateShaderResourceView( pDevice, scratchImage.GetImages(), scratchImage.GetImageCount(), metadata, ppSRV ); // Create D3D11 device ComPtr<
// Convert to 32-bit BGRA pWICFactory->CreateFormatConverter(&pConverter); pConverter->Initialize( pFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, nullptr, 0.0, WICBitmapPaletteTypeCustom ); HRESULT hr = DirectX::LoadFromDDSFile( L"texture.dds"