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freka586

Volume texture, memory pool, usage

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I am having some problems handling texture resources in a controlled manor. What I would like to be able to do is the following: * Create a volume texture * Be able to lock and fill this with data (not often, but more than once). * Read from the texture in a shader * Still use Default memory pool, so that a duplicate is NOT stored in RAM. Is this possible? I tried creating my volume texture using pool.default and usage.dynamic. But when I call effect.SetValue("volumeTexture", this.volumeTexture) I get the following exception: AccessViolationException: Attempted to read or write protected memory Any hints on how to accomplish what I want to do?

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