You also think it will just take a file loaded in memory (png or jpg) and decode it for you? You think CreateImageFromMemblock is more robust than LoadImage?
An image memblock has to be laid out correctly x,y and colour depth etc followed by RGBA data... So you would have to completely decode jpg's and pngs in AppGameKit basic into the memblock just to load these images.
We have a function to decode the file formats for us. (LOADIMAGE())
LoadImage doesnt exit or crash with a faulty png file...ive just tried it on a few sample filesand it simply doesn't load the file at all
Same for jpg too ...
These were perfectly good files originally with single byte changed in random positions
Besides....as george said...it was because he was trying to load an .fbx as an image that caused the problem.
Theres no need to resort to manually decoding image formats in memblocks when loadimage() works fine as long as its actually an image extension.