Well Ravnock I looked into the links you provided. Having investigated further I still cannot see why D3DX10CreateTextureFromResource is not working. The second parameter should be a handle to the instance creating it, which in my case should be the .exe. Having made that change it still does not work.
hResult=D3DX10CreateTextureFromResource(pD3DDevice,GetModuleHandle(0), MAKEINTRESOURCE(IDB_BITMAP1), 0 , 0 , &pD3D10Resource , 0 );
I tried using D3DX10CreateTextureFromMemory as follows:
HBITMAP hBit = LoadBitmap(hInstance,MAKEINTRESOURCE(IDB_BITMAP1));
hResult=D3DX10CreateTextureFromMemory(pD3DDevice,hBit, 0 , 0 , 0 , &pD3D10Resource , 0 );
It did not work, even if I cast hBit to "HMODULE". LoadBitmap() -->DOES<-- return a valid pointer to a bitmap, but now I am left with how to access it through Direct3D10. The second paramter to the function call is an LPCVOID pointer but I can't seem to make it work for me. Still, all I am getting here is E_FAIL in the hResult return value.
Bout ready to pull the hair out of my head here. What on earth could I be missing? Is it maybe a linker issue?