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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualTordin

Posted 14 November 2012 - 03:54 AM

when you load a image from the hard drive, you get out an ID3D11Texture pointer (or if it was, shaderresource or shaderview) and the thing that happens is that dxgi helps you load your texture and then put that data into that texture pointer you get out. you can do this by your self and by pointing to a texture in memory.

as you see with this function (in the webpage) it takes a D3D11_SUBRESOURCE_DATA which points to some texture memory.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476521(v=vs.85).aspx

i think that webpage got what you are looking for aswell!


you can call the CopySubresourceRegion when you got the atlas, to "Scissor" out specific parts of the atlas to the framebuffer.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476394(v=vs.85).aspx

#3Tordin

Posted 14 November 2012 - 03:39 AM

when you load a image from the hard drive, you get out an ID3D11Texture pointer (or if it was, shaderresource or shaderview) and the thing that happens is that dxgi helps you load your texture and then put that data into that texture pointer you get out. you can do this by your self and by pointing to a texture in memory.

as you see with this function (in the webpage) it takes a D3D11_SUBRESOURCE_DATA which points to some texture memory.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476521(v=vs.85).aspx

i think that webpage got what you are looking for aswell!


you can call the CopySubresourceRegion when you got the atlas, to "Scissor" out specific parts of the atlas to the framebuffer.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476394(v=vs.85).aspx

#2Tordin

Posted 14 November 2012 - 03:36 AM

when you load a image from the hard drive, you get out an ID3D11Texture pointer (or if it was, shaderresource or shaderview) and the thing that happens is that dxgi helps you load your texture and then put that data into that texture pointer you get out. you can do this by your self and by pointing to a texture in memory.

as you see with this function (in the webpage) it takes a D3D11_SUBRESOURCE_DATA which points to some texture memory.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476521(v=vs.85).aspx

i think that webpage got what you are looking for aswell!


you can call the CopySubresourceRegion when you got the atlas, to "Scissor" out specific parts of the atlas to the framebuffer.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476394(v=vs.85).aspx

#1Tordin

Posted 14 November 2012 - 03:01 AM

when you load a image from the hard drive, you get out an ID3D11Texture pointer (or if it was, shaderresource or shaderview) and the thing that happens is that dxgi helps you load your texture and then put that data into that texture pointer you get out. you can do this by your self and by pointing to a texture in memory.

as you see with this function (in the webpage) it takes a D3D11_SUBRESOURCE_DATA which points to some texture memory.
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476521(v=vs.85).aspx

i think that webpage got what you are looking for aswell!

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