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OpenGL Loading a texture from RGBA in memory?

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I'm trying to teach myself DirectX, coming from OpenGL. My model loader that I used for OpenGl simply loads texture data into an array of RGBA values. Using this with OpenGl was very simple. However, I cannot seem to do this in DirectX. All the D3DX functions (for example: D3DXCreateTextureFromFileInMemory) assume I have the data loaded in a specific format including the file headers, for example JPG. However, I just want to specify where the data is, its width, height and format, and then let DX do the mipmap generation and other such tasks. How can I best do this? Did I miss some simple function? Thanks in advance for any help.

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Huh, I don't know how I could have missed that. I used the search function for all it was worth before posting. Thanks for the link!

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