LPDIRECT3DTEXTURE9 m_pTexture;
D3DXCreateTexture(m_pd3dDevice, width, height, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED, &m_pTexture);
m_pTexture->LockRect(0, &lockRect, NULL, 0);
unsigned char* pdata = frame.data;
unsigned char* pDstBits = (unsigned char*)lockRect.pBits;
for(int y = 0; y < frame.height; ++y)
for(int x = 0; x < frame.width; ++x)
{
pDstBits[2] = pdata[0];
pDstBits[1] = pdata[1];
pDstBits[0] = pdata[2];
pDstBits[3] = 255;
pdata += 3;
pDstBits += 4;
}
m_pTexture->UnlockRect(0);
1、创建一个空纹理,指定大小与纹理格式
2、把纹理的Rect锁定,并填充数据,最后解锁
3、使用该纹理