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
Offline Last Active Sep 02 2016 06:36 AM
- Group Members
- Active Posts 254
- Profile Views 3,284
- Submitted Links 0
- Member Title Member
- Age Age Unknown
- Birthday Birthday Unknown
Hassanbasil hasn't added any contacts yet.