D3DXCreateTextureFromResource

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D3DXCreateTextureFromResource
Ok, this function ticks me off. The texturefromfile version works for me but i want to do it with resources so i don't have to carry around photos. So I have confirmed that the resource is correct by using FindResource, and it just doesn't load the picture. It's driving me nuts, any help? Thanks.


EDIT: After further research i have found out that it's returning blabla_INVALID_DATA or something like that. So why's the data invalid? It's a legit bmp exported with photoshop.






@Terell.
@topblast
@Qmo
@Hell_Demon
@why06
Quote Originally Posted by topblast View Post
I will check it out thanks.

---------- Post added at 07:13 PM ---------- Previous post was at 07:12 PM ----------

Quote Originally Posted by Hell_Demon View Post
make sure the hSrcModule is correct(null if your .exe has the image or a module handle if a module has it)

Well i have the correct module handle. I have to put in the name of my file cuz i can't put NULL since it's not an exe.






All i want to do is make a texture out of my menu picture. So is there a way other than this to do it without using this stupid function?
I just want to make it so that i don't have to have a picture file always with my hack. I want it to be included automatically.
Quote Originally Posted by 258456 View Post
I will check it out thanks.

---------- Post added at 07:13 PM ---------- Previous post was at 07:12 PM ----------




Well i have the correct module handle. I have to put in the name of my file cuz i can't put NULL since it's not an exe.






All i want to do is make a texture out of my menu picture. So is there a way other than this to do it without using this stupid function?
I just want to make it so that i don't have to have a picture file always with my hack. I want it to be included automatically.
With the D3DXCreateTextureFromFileInMemory method you can use an array of BYTE to avoid including an external file...
make sure the hSrcModule is correct(null if your .exe has the image or a module handle if a module has it)
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