I'm using the texture to implement geometric clipmap based terrain. Basically, the texture is used by a Load call in the vertex shader. I thought, ignoring the "intuitive usage" of the texture, one ID3D11DeviceContext::Map for a 3D texture would be faster than a Map on a staging texture and a CopyResource. Plus it's probably using less memory.
HassanbasilMember Since 04 Mar 2010
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