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Loading a texture from RGBA in memory?

Started by Uberapan3 Sep 4, 2005 at 8:46 AM 2 replies 1.3k views
Original Post
Uberapan3
Uberapan3
I'm trying to teach myself DirectX, coming from OpenGL. My model loader that I used for OpenGl simply loads texture data into an array of RGBA values. Using this with OpenGl was very simple. However, I cannot seem to do this in DirectX. All the D3DX functions (for example: D3DXCreateTextureFromFileInMemory) assume I have the data loaded in a specific format including the file headers, for example JPG. However, I just want to specify where the data is, its width, height and format, and then let DX do the mipmap generation and other such tasks. How can I best do this? Did I miss some simple function? Thanks in advance for any help.
Oxyacetylene
Oxyacetylene
http://www.gamedev.net/community/forums/topic.asp?topic_id=343090&whichpage=1&#2240299
Uberapan3
Uberapan3
Huh, I don't know how I could have missed that. I used the search function for all it was worth before posting. Thanks for the link!
Oxyacetylene
Oxyacetylene
The google search isn't as good as the proper gamedev.net search unfortunately. Hopefully it will come back at some point! :)

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