Directx10 Map(), or UpdateSubresouce()
I currently have a dynamic buffer, which holds data like instances information. Which method should I use to populate my ID3D10Buffer: Map(), or UpdateSubresource()?
Dynamic buffers are always filled with Map/Unmap. UpdateSubresource is used for default resources.
if your data is laid exactly the way the resource stores it, use ID3D10Device::UpdateSubresource, otherwise, use a Map method.
Quote:
if your data is laid exactly the way the resource stores it, use ID3D10Device::UpdateSubresource, otherwise, use a Map method.
What do you mean by laid exactly the way the resource stores it?
I do not know :D
I make a copy-paste from Direct3D10 documentation.
I can't understand the phrase, but i thought it was a my problem for bad english.
I make a copy-paste from Direct3D10 documentation.
I can't understand the phrase, but i thought it was a my problem for bad english.
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