Nd3d11 Texture Create From File _hot_ -
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;
HRESULT hr = DirectX::LoadFromDDSFile( L"texture.dds", DirectX::DDS_FLAGS_NONE, &metadata, scratchImage ); nd3d11 texture create from file
if (SUCCEEDED(hr)) std::cout << "Texture created successfully!" << std::endl; else std::cerr << "Texture creation failed!" << std::endl; textureDesc
std::wcerr << L"Failed to load image: " << std::hex << hr << std::endl; return 1; textureDesc.Width = width