Posted by zerorepent
on 09 February 2013 - 02:36 AM
Actually this was one of the greatest dissapointments for me after buying a MBP. Before buying I just looked at the hardware and not into further details about drivers
Posted by zerorepent
on 24 October 2012 - 12:04 PM
I think the easiest way is to keep the vertices in mainmemory and then make the update against that and send the updated relevant parts via map/updatesubresource with write discard as MJP wrote below.
Posted by zerorepent
on 24 October 2012 - 08:13 AM
From what I can see you set the writeflag, but not the readflag on the vertexbuffer description, the same with the map function, you set the write flag but not the readflag (D3D11_MAP_READ), i.e. in your case you are allowed to write to the buffer, but not read from it.