|
我利用如下方式创建纹理:
ID3D10Resource* pResource = NULL;
D3DX10_IMAGE_LOAD_INFO loadInfo;
loadInfo.Width = D3DX10_FROM_FILE;
loadInfo.Height = D3DX10_FROM_FILE;
loadInfo.Depth = D3DX10_FROM_FILE;
loadInfo.FirstMipLevel = 0;
loadInfo.MipLevels = D3DX10_FROM_FILE;
loadInfo.Usage = D3D10_USAGE_STAGING;
loadInfo.CpuAccessFlags = D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ;
loadInfo.MiscFlags = 0;
loadInfo.Format = DXGI_FORMAT_FROM_FILE;
loadInfo.Filter = D3DX10_FILTER_NONE;
loadInfo.MipFilter = D3DX10_FILTER_NONE;
loadInfo.pSrcInfo = 0;
hr = D3DX10CreateTextureFromFile(g_pd3dDevice, L"seafloor.bmp", &loadInfo, NULL, &pResource, NULL);
if(FAILED(hr))
MessageBox(NULL, L"Cant load texture !", L"Error", MB_ICONERROR);
为什么我利用D3DX10_IMAGE_LOAD_INFO信息,就无法创建纹理成功呢。如果我将这个变量设置为NULL就可以成功,是不是我这个结构有哪里出错了呢,还望大牛能够赐教。 |
|