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using D3D10_SUBRESOURCE_DATA on 2DTexture


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#1 lomateron   Members   -  Reputation: 363

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Posted 26 June 2012 - 03:02 AM

I want to fill a 2Dtexture with an array D3DXVECTOR4 p[100];
so i fill the array with values, then if the texture is 10x10:

D3D10_SUBRESOURCE_DATA initData;
initData.pSysMem = p;
initData.SysMemPitch = sizeof(D3DXVECTOR4)*10;

is that correct?

My texture just has 1 mip level, sample count 1 and quality 0

Edited by lomateron, 26 June 2012 - 04:06 AM.


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#2 MJP   Moderators   -  Reputation: 11573

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Posted 26 June 2012 - 04:04 PM

Yes that should be fine, as long as your format is DXGI_FORMAT_R32G32B32A32_FLOAT.




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