// Load texture ComPtr<ID3D11Texture2D> pTexture; DirectX::TexMetadata metadata; DirectX::ScratchImage image;
HRESULT hr = DirectX::LoadFromDDSFile( L"texture.dds", DirectX::DDS_FLAGS_NONE, &metadata, scratchImage ); nd3d11 texture create from file
| Error Code | Meaning | Solution | |------------|---------|----------| | HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND) | File missing | Check file path | | WINCODEC_ERR_UNKNOWNIMAGEFORMAT | Unsupported format | Convert to PNG/JPG/DDS | | E_OUTOFMEMORY | Texture too large | Reduce resolution or use tiling | | DXGI_ERROR_UNSUPPORTED | Format not supported | Use CreateTexture with conversion flags | // Load texture ComPtr<
hr = DirectX::CreateShaderResourceView( pDevice, scratchImage.GetImages(), scratchImage.GetImageCount(), metadata, ppSRV ); HRESULT hr = DirectX::LoadFromDDSFile( L"texture.dds"
// Optional: Create SRV ID3D11ShaderResourceView* pSRV = nullptr; pDevice->CreateShaderResourceView(pTexture, nullptr, &pSRV);