[SlimDX] Access Texture data

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15 comments, last by wlastas 12 years, 5 months ago
D3D10: ERROR: ID3D10Device::CreateTexture2D: Returning E_INVALIDARG, meaning invalid parameters were passed. [ STATE_CREATION ERROR #104: CREATETEXTURE2D_INVALIDARG_RETURN ]
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Why are you using a 96-bit floating point format?
Ohh...
Well if you replace the line with

info.Format = SlimDX.DXGI.Format.R32G32_Float;

it still doesn't work...
(same exception)
Ohh...
Well if you replace the line with

info.Format = SlimDX.DXGI.Format.R32G32_Float;

it still doesn't work...
(same exception)
Why are you using a 64-bit red/green only format? It looks to me like you don't understand the meaning of those format constants.

You probably want to pass FileDefault for the format parameter as well. This may not be the cause of your problem, but since you were unable to actually answer my original question about the format I feel safe concluding you don't actually need to be changing the format to something obscure like that.
Ok, i don't really know what the format is for...but I think I have to use B8G8R8A8_UNorm, because the texture stores colors in argb. Is this right?

note: I had used XNA for a long time, so I did't had to do this stuff...
I have the same storage problem - you have found the correct code?

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