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gngl

OpenGL D3D 10 Texture2DArray in Practice

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Hi guys, I am brand new to D3D 10. Unfortunately, I found it is "totally" different to DX9 or OpenGL. No fixed pipe-line at all... It's cool that we can create an array of sub-textures within a texture. However, I learnt to create it, map/fill data into each slice, but I don't how to use it properly. To create an array of DX10 Shader Resource Views in cpp? or are there any APIs that I can call lately to identify which sub-texture will be used? or to do some thing in the .fx shader? anyways? For example, I have 8 1024X1024 ARGB8888 sub-textures created in a Texture2D. and I have 8 cubes, how to choose a sub-texture for each of the cubes? Thanks a lot! Welcome your comments!

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I have solved this problem. But there is another question. Can I create multiple shader resource views on a certain texture object (multi-sliced)? I got an error.

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Quote:
Original post by gngl
I have solved this problem.


Can you explain me how, please? Do you use D3D10CalcSubResource?

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