It's a DirectX texture, so you need to:
- Get the DX texture pointer (function in the Image DLL is ?GetPointer@@YAPAUIDirect3DTexture9@@H@Z - IDirect3DTexture9 *GetPointer(int))
- Use that to get a pointer to the top level DirectX surface of the texture.
- Lock the surface.
- The pointer to the actual image data is held within the lock structure - manipulate the data to your hearts content.
- Unlock the surface (which will regenerate any mipmaps required).
Don't miss any steps out, don't use the pointer after you unlock the surface, and ensure that you unlock the surface before you use the image anywhere.
If you don't follow this advice and your code does actually work, it's possible that it won't work for other cards/drivers/patch levels, so it's best to take the extra care.