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adt7

[XNA] Splitting Textures above 4096x4096

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I'm currently working on GPU based clipmaps in XNA and everything is working fine with textures below 4096x4096. During initilisation the heightmap is split into smaller 512x512 textures and then these are streamed over to the GPU as they are needed during runtime. My problem comes about when I try to use textures above 4096x4096, in which case XNA gives me an error that the texture is larger than my device can support. Currently I'm using GetData on the original texture to get the information from it, which is where the error occurs. Then SetData to build the new textures. Is it possible to do something similar to GetData/SetData to build to texture, but entirely on the CPU so that it can bypass any limitation of the graphics hardware? Maybe as a custom ContentPipeline? I really don't know where to begin with this and some pointers in the right direction would help massively. Note: I don't want to prepare my 512x512 chunks in advance as I want to allow anyone to just pop a new texture in, compile and for the spliting to be done transparently.

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Okay, I'll try and simplify this.

Is it possible to split a texture as part of a custom content processor?

Are there any methods in XNA that allow you to interact with, and get data from a texture without it even going near the GPU?

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