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#ActualHodgman

Posted 31 December 2012 - 09:35 PM

When you copy data into your texture, do you take the pitch into account? D3D tells you the pitch when you lock/map the texture.
 
e.g. a 19x3 texture might look like this, where in between the rows (0/1/2), there's some padding (P):
    pitch
|----------------------|
    width
|-----------------|
0000000000000000000PPPPP
1111111111111111111PPPPP
2222222222222222222PPPPP
you can have only one texture active at shader stage
No, there's many sampler slots that you can bind textures to, per shader stage.

#2Hodgman

Posted 31 December 2012 - 09:34 PM

When you copy data into your texture, do you take the pitch into account? D3D tells you the pitch when you lock/map the texture.
 
e.g. a 19x3 texture might look like this, where in between the rows (0/1/2), there's some padding (P):
    pitch
|----------------------|
    width
|-----------------|
0000000000000000000PPPPP
1111111111111111111PPPPP
2222222222222222222PPPPP

#1Hodgman

Posted 31 December 2012 - 09:34 PM

When you copy data into your texture, do you take the pitch into account? D3D tells you the pitch when you lock/map the texture.
 
e.g. a 19x3 texture might look like this, where in between rows 1/2/3, there's some padding (P)
    pitch
|----------------------|
    width
|-----------------|
0000000000000000000PPPPP
1111111111111111111PPPPP
2222222222222222222PPPPP

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