I've been trying to figure out how to parse textures in directx for two reasons: to write my own texture format and to manipulate data in existing IDirect3DTexture9 type textures.
I've been looking at the IDirect3DTexture9::LockRect() function but I'm unsure how it works, are the void* pBits I get out of it in D3DLOCKED_RECT the data in the texture? Does that mean I can read it in by converting it to D3DXCOLOR or something?
I just want to be able to read in the rgba values and write to them if I want to...
Really not sure where to go, any help would be appreciated!