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D3DX11Create*From* Sample about directxtex HOT 2 OPEN

microsoft avatar microsoft commented on May 22, 2024
D3DX11Create*From* Sample

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Comments (2)

m-a-v avatar m-a-v commented on May 22, 2024

What is the status of this enhancement?

I need to port a call from the good old D3DX9-Library (D3DXLoadSurfaceFromMemory) to DirectXTex. Could you describe how I would implement this the most efficient way using the DirectXTex library?

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walbourn avatar walbourn commented on May 22, 2024

This item is really a sample/documentation issue. These legacy D3DX11 functions do a lot of processing, so I wanted to capture just how heavy-weight they really are.

For other D3DX functions, see Living without D3DX which covers it in detail. The most common use case for D3DXLoadSurfaceFromMemory is best handled by the DDSTextureLoader or WICTextureLoader in the DirectX Tool Kit which are much lighter weight.

If you need more complex processing, I'd first recommend doing it offline and storing the result in a DDS for quick & efficient loading with DDSTextureLoader. If you need more complex support (such as in a tool) where you need to do format conversions, mipmap generation, resizing at runtime more complex than what is supported by WICTextureLoader, then you'd look at using the full DirectXTex library. See this blog post.

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