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Problem with loading data to 2D Texture


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#1 kolarz3   Members   -  Reputation: 164

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Posted 02 March 2014 - 05:21 AM

Hello, I have the same problem that is in topic :). I have array with unsigned char "RGBABufor". I map this data to ID3D11Texture2D (only 20 sciles). When I try save this texture i have HRESULT : Unspecified error


	ID3D11Texture2D *defaultTex;
	D3D11_TEXTURE2D_DESC desc; 
	ZeroMemory( &desc, sizeof(desc)); 
	desc.Width = clip->getWidth(); 
	desc.Height = 20; 
	desc.MipLevels = desc.ArraySize = 1; 
	desc.Format =  DXGI_FORMAT_R8G8B8A8_UINT; 
	desc.SampleDesc.Count = 1; 
	desc.Usage = D3D11_USAGE_DYNAMIC; 
	desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; 
	desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 

	engine.d3d11Device->CreateTexture2D( &desc, NULL, &defaultTex ); 
	
	D3D11_MAPPED_SUBRESOURCE mapResource;
	engine.d3d11DevCon->Map(defaultTex,0,D3D11_MAP_WRITE_DISCARD,0,&mapResource);
	BYTE* mappedData = reinterpret_cast<BYTE*>(mapResource.pData);
	memcpy(mappedData,RGBABufor, clip->getWidth()*20*4);
	engine.d3d11DevCon->Unmap(defaultTex, 0);

	hr=D3DX11SaveTextureToFile(engine.d3d11DevCon,defaultTex,D3DX11_IFF_PNG,L"obraz.png");
	

This is fragment of "mappedData", 3 pixels:

ùùùÿùùùÿùùùÿ

This looks good. Where is problem ... ?

 

 



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