1.定义纹理资源
ID3D10ShaderResourceView* g_pScreenRV[2] = { NULL };
ID3D10EffectShaderResourceVariable* g_ptxToonVariable = NULL;
2.定义加载文件名 并加载
// Load the texture for the screen quad
WCHAR str[MAX_PATH];
{
L"misc\\MarbleClouds.dds",
L"misc\\NormTest.dds"
};
for( int i = 0; i < 2; i++ )
{
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, szScreenTextures[i] ) );
V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pScreenRV[i], NULL ) );
}
3.设置纹理资源
g_ptxToonVariable ->SetResource( g_pScreenRV[0] );
4.在Dsetory处安全释放资源
for( int i = 0; i < 2; i++ )
{
SAFE_RELEASE( g_pScreenRV[i] );
}