   Creating a texture from memory
  I was wondering if its possible to create a texture from a BITMAP.is there something like this:exBITMAP bm;LPDIRECT3DTEXTURE9 = CreateFromMemory(&bm,blah,blah,blah...);Thank you in advance.   
  I don't know much DX but from looking at MSDN D3DXCreateTextureFromFileInMemory() might be what you want.Edit:Ok reading it over maybe not. D3DXCreateTextureFromFileInMemory() loads from a image file thats been put into memory, not from a chunk of pixel data in memory. I think what you want is to create your texture then Lock() it to get a pointer to the bytes then copy the bitmap data in (Theres a member of BITMAP that has the pixel data I think?) then Unlock() it.   ;  D3DXCreateTexture D3DXCreateTextureFromFile D3DXCreateTextureFromFileEx D3DXCreateTextureFromFileInMemory  <= set pSrcData as the pointer to the file memory of bitmapD3DXCreateTextureFromFileInMemoryEx D3DXCreateTextureFromResource D3DXCreateTextureFromResourceEx   ;  OK, thanks   ;  Can someone give me a working example?   ;  Anybody?   ;  A BITMAP isn't usually an image, it's just the header for it. Where are you getting this data from?Working example:void* pData; // Pointer to the file data as loaded into memoryUINT nLen; // Length of the source data in bytes// Load the file into the buffer above in whatever wayLPDIRECT3DTEXTURE9 pTexture; // Output textureD3DXCreateTextureFromFileInMemory(pDevice, pData, nLen, &pTexture);;  If you have raw data rather than a file in memory then D3DXLoadSurfaceFromMemory() is probably the function you want to use. To use it first create a texture with IDirect3DDevice9::CreateTexture() and then use IDirect3DTexture9::GetSurfaceLevel() to get at each mipmap surface for loading into.You can retrieve that raw data from a HBITMAP with the standard Windows GetDIBits() function.   