Microsoft DirectX 8.0 (C++)

D3DXCreateTextureFromResourceW

Creates a texture from a resource specified by a Unicode string.

HRESULT D3DXCreateTextureFromResourceW(
  LPDIRECT3DDEVICE8 pDevice,
  HMODULE hSrcModule,
  LPCWSTR pSrcResource,
  LPDIRECT3DTEXTURE8* ppTexture
);

Parameters

pDevice
[in] Pointer to an IDirect3DDevice8 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 Unicode string that specifies the resource from which to create the texture.
ppTexture
[out] Address of a pointer to an IDirect3DTexture8 interface, representing the created texture object.

Return Values

If the function succeeds, the return value is D3D_OK.

If the function fails, the return value can be one of the following values.

D3DERR_NOTAVAILABLE
D3DERR_OUTOFVIDEOMEMORY
D3DERR_INVALIDCALL
D3DXERR_INVALIDDATA
E_OUTOFMEMORY

Remarks

The resource being loaded must be a bitmap resource(RT_BITMAP).

D3DXCreateTextureFromResource maps to either D3DXCreateTextureFromResourceA or D3DXCreateTextureFromResourceW, depending on the inclusion or exclusion of the #define UNICODE switch. Include or exclude the #define UNICODE switch to specify whether your application expects Unicode or ANSI strings. The following code fragment shows how D3DXCreateTextureFromResource is defined.

#ifdef UNICODE
#define D3DXCreateTextureFromResource D3DXCreateTextureFromResourceW
#else
#define D3DXCreateTextureFromResource D3DXCreateTextureFromResourceA
#endif

Note that a resource created with this function will be placed in the memory class denoted by D3DPOOL_MANAGED.

Requirements

  Header: Declared in D3dx8tex.h.
  Import Library: Use D3dx8.lib.

See Also

D3DXCreateTextureFromResourceA, D3DXCreateTextureFromResourceExA, D3DXCreateTextureFromResourceExW