Creates a texture from a resource.
HRESULT D3DXCreateTextureFromResource( _In_ LPDIRECT3DDEVICE9 pDevice, _In_ HMODULE hSrcModule, _In_ LPCTSTR pSrcResource, _Out_ LPDIRECT3DTEXTURE9 *ppTexture );
- pDevice [in]
Pointer to an IDirect3DDevice9 interface, representing the device to be associated with the texture.
- hSrcModule [in]
Handle to the module where the resource is located, or NULL for module associated with the image the operating system used to create the current process.
- pSrcResource [in]
Pointer to a string that specifies the resource name. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See Remarks.
- ppTexture [out]
Address of a pointer to an IDirect3DTexture9 interface, representing the created texture object.
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_OUTOFVIDEOMEMORY, D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.
The compiler setting also determines the function version. If Unicode is defined, the function call resolves to D3DXCreateTextureFromResourceW. Otherwise, the function call resolves to D3DXCreateTextureFromResourceA because ANSI strings are being used.
The function is equivalent to D3DXCreateTextureFromResourceEx(pDevice, hSrcModule, pSrcResource, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, ppTexture).
The resource being loaded must be of type RT_BITMAP or RT_RCDATA. Resource type RT_RCDATA is used to load formats other than bitmaps (such as .tga, .jpg, and .dds).
This function supports the following file formats: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga. See D3DXIMAGE_FILEFORMAT.
Note that a resource created with this function when called from a IDirect3DDevice9 object will be placed in the memory class denoted by D3DPOOL_MANAGED. When this method is called from a IDirect3DDevice9Ex object the resource will be placed in the memory class denoted by D3DPOOL_DEFAULT.
Filtering is automatically applied to a texture created using this method. The filtering is equivalent to D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER in D3DX_FILTER.