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#ActualErik Rufelt

Posted 15 February 2013 - 03:10 PM

Call UpdateSubresource multiple times specifying different subresources (mip-levels).

Or when calling CreateTexture2D you can specify an array of D3D11_SUBRESOURCE_DATA to do them all in a single call. (That way you can also create your textures with D3D11_USAGE_IMMUTABLE if you know you won't be changing them again later).


#1Erik Rufelt

Posted 15 February 2013 - 03:09 PM

Call UpdateSubresource multiple times specifying difference subresources (mip-levels).

Or when calling CreateTexture2D you can specify an array of D3D11_SUBRESOURCE_DATA to do them all in a single call. (In that way you can also create your textures with D3D11_USAGE_IMMUTABLE if you know you won't be changing them again later).


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