   DirectX 10 Graphics draw dynamically/store in exe?
  I am working on a DirectX10 platform game, and am really digging into the graphics portion now (I am working in 2D, so this makes things MUCH easier).  Wendy Jones's book on DirectX 10 Game Programming is an awesome book for beginners, but it only teaches how to load and create textures from files.  I can theoretically make this work, but it seems like a really insecure way to manage the game data (and relies on the data being in a specific location); I will end up with hundreds if not thousands of bitmaps.  I am wondering/hoping that someone with some more experience knows of a method to incorporate all that graphics data into the game code itself, rather than having to rely on loading textures from the hard drive.  This way I could in theory run the exe on its own on a different machine.  I was able to use ID3D10Texture2D::Map() and ID3D10Texture2D::UnMap() to draw simple sprites, but even that is a lot of work, and I worry about it eating up memory for larger graphics.  Anyone have a more effective way than this to do graphics?   