Microsoft DirectX 8.0 (C++) |
Creates a texture from a resource specified by a Unicode string.
HRESULT D3DXCreateTextureFromResourceW( LPDIRECT3DDEVICE8 pDevice, HMODULE hSrcModule, LPCWSTR pSrcResource, LPDIRECT3DTEXTURE8* ppTexture );
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 |
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.
Header: Declared in D3dx8tex.h.
Import Library: Use D3dx8.lib.
D3DXCreateTextureFromResourceA, D3DXCreateTextureFromResourceExA, D3DXCreateTextureFromResourceExW