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#Actualzerorepent

Posted 24 October 2012 - 12:18 PM

I think the easiest way is to keep the vertices in mainmemory and then make the update against that and send the updated relevant parts via map/updatesubresource with write discard as MJP wrote below.

#3zerorepent

Posted 24 October 2012 - 12:15 PM

<ignore this> -__-

#2zerorepent

Posted 24 October 2012 - 12:11 PM

I looked it up at msdn, I missed that the usage must be D3D11_USAGE_STAGING inorder for the CPU to be able to read from the buffer.

http://msdn.microsof...f476259(v=vs.85).aspx

(I can be wrong though)

#1zerorepent

Posted 24 October 2012 - 12:04 PM

I looked it up at msdn, I missed that the usage must be D3D11_USAGE_STAGING inorder for the CPU to be able to read from the buffer.

http://msdn.microsoft.com/en-us/library/windows/desktop/ff476259(v=vs.85).aspx

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