Nd3d11 Texture Create From File

if (SUCCEEDED(hr))

// Map the image data to the texture var data = texture.Map(0, 0, MapMode.WriteDiscard, MapFlags.None); using (var stream = new MemoryStream()) nd3d11 texture create from file

IWICBitmapDecoder* pDecoder = nullptr; IWICBitmapFrameDecode* pFrame = nullptr; IWICFormatConverter* pConverter = nullptr; if (SUCCEEDED(hr)) // Map the image data to

textureDesc.Width = width; textureDesc.Height = height; textureDesc.MipLevels = 1; // You can generate mipmaps but for simplicity, we use 1 level textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // Common format for RGBA images textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; textureDesc.CPUAccessFlags = 0; textureDesc.MiscFlags = 0; textureDesc.Alignment = 0; IWICBitmapFrameDecode* pFrame = nullptr

// Cleanup delete[] imageData; pConverter->Release(); pFrame->Release(); pDecoder->Release();

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