# DX11 Dx11 Createtexture From Char*

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who can show sample to use CreateTexture2D . I have loaded texture by a non-DirectxTex loader to byte array.

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 // Get bitmap
int bitLen = (obj.m_textureHeight * obj.m_textureWidth) * (obj.m_bpp / 8);
byte[] bits = new byte[bitLen];

D3D11.Texture2DDescription desc = new D3D11.Texture2DDescription()
{
ArraySize = 1,
CpuAccessFlags = D3D11.CpuAccessFlags.Write,
Format = DXGI.Format.B8G8R8A8_UNorm,
Height = obj.m_textureHeight,
MipLevels = 1,
SampleDescription = new DXGI.SampleDescription(1, 0),
Usage = D3D11.ResourceUsage.Dynamic,
Width = obj.m_textureWidth

};

if (a_mipmapped)
{
desc.Usage = D3D11.ResourceUsage.Default;
desc.CpuAccessFlags = D3D11.CpuAccessFlags.None;  // its none because we load the data into the texture as a full resource update, not update the contents after with map resource.
desc.Format = DXGI.Format.R8G8B8A8_UNorm_SRgb;
desc.MipLevels = 0;
desc.OptionFlags = D3D11.ResourceOptionFlags.GenerateMipMaps;
desc.SampleDescription.Count = 1;
desc.SampleDescription.Quality = 0;
}

if (desc.MipLevels != 0)
{
// if we arent doing mip maps, then load the resource directly
DataStream buffer = new DataStream(obj.m_textureHeight * obj.m_textureWidth * 4, true, true);

DataRectangle rect = new DataRectangle(buffer.DataPointer, obj.m_textureWidth * 4);
tex = new D3D11.Texture2D(m_device, desc, rect); /// this creates a texture and populates it,

}
else
{
tex = new D3D11.Texture2D(m_device, desc); /// we need to create a blank one then populate it with the mip mapped texture.

int stride = obj.m_textureWidth * 4;
var buffer = new DataStream(obj.m_textureHeight * stride, true, true);

DataBox box = new DataBox(buffer.DataPointer, stride, 1);

buffer.Dispose();

srvDesc.Format = desc.Format;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = -1;

obj.m_d3dTexture = new D3D11.ShaderResourceView(m_device, tex, srvDesc);
}

if (a_mipmapped)
{
m_context.GenerateMips(obj.m_d3dTexture);
}


This is in Sharpdx and c# but this can be a mip mapped or non mip mapped texture.  Up to you.

Just change your char to a byte array and voila

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