Theoretically:
if you were to open an image file via an I/O object and write its bytes out in plain text and then create an IDirect3DTexture9 object(using a compatible format), then lock the surface to receive a D3DLOCKED_RECT object, could you then simply write the original source image bytes directly to the pBits pointer and result in a functioning IDirect3DTexture9 object(representing the original image)?
The question:
AKA is the pBits member of D3DLOCKED_RECT a direct and exact representation of raw image pixel data(from .jpg, .png, ect...), or is their a liaison process that occurs, altering the data, when the d3d device creates the texture from a file?
Thank you