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Hassanbasil

Member Since 04 Mar 2010
Offline Last Active Aug 09 2014 05:22 AM

Posts I've Made

In Topic: Dynamic Texture Array

13 June 2014 - 04:02 PM

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.


In Topic: Dynamic Texture Array

13 June 2014 - 12:27 PM

D3D11 doesn't support dynamic textures with mipmaps or multiple array slices, which is why CreateTexture2D is failing. This is what you can do instead:

 

  • Create your Texture2D Array using D3D11_USAGE_DEFAULT
  • Create an identical Texture2D using D3D11_USAGE_STAGING
  • When you want to update the texture array, call Map with the STAGING texture and fill the memory
  • Use CopyResource to copy the contents from the STAGING texture to the DEFAULT texture

If you only want to update one slice at a time, you can do that as well by using CopySubresourceRegion.

 

I see. Would it be more efficient (performance and memory wise) to use a 3D texture instead?


In Topic: can Direct3D applications developed on VS2013 be deployed on older OSes?

08 March 2014 - 03:36 AM

Thanks for the reply!

 

Turns out some interfaces, such as ID3DDevice2, are not supported on earlier versions of windows. And so were ID2D1Factory2 and many other interfaces. I had to downgrade the interfaces to previous versions (e.g ID3DDevice1 instead of 2). I really have no clue how they relate or work but I'm fine with it, I don't think I needed them anyway.


In Topic: [C++]Strange issue related to multithreading

30 July 2012 - 05:50 PM

I also do some multithreaded loading and the graphics debugger crashes on it, perhaps a bug in the debugger itself, looks like it doesn't support multithreading

In Topic: PIX and VS11 beta breaks on IDXGISwapChain::Present

09 June 2012 - 09:22 AM

I do have the SDK and it is what im using

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