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matthew007101

D3DX10 :: Manually create a 2D texture resource from a user-defined variable(array)

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Can anyone tell me how I can manually create a 2D texture resource (ID3D10Texture2D) from a floating point pointer?

For example, if you have a file you can use "D3DX10CreateTextureFromFile" to load the image into your resource. Or if your image file is loaded in the memory, you can use "D3DX10CreateTextureFromMemory" to achieve the same thing.

What if I have created an i.e. 512x512 float pointer and filled it in with random normalized [0,1] floats. And now want to make a 2D texture with format "DXGI_FORMAT_R32_FLOAT" and dimension 512x512 out my 1D floating point array?

I tried "D3DX10CreateTextureFromMemory" and it did not work! I believe "CreateTexture2D" will not work either, as it requires a "const D3D10_SUBRESOURCE_DATA *" to be supplied to it.

If you have done this before or have an idea of how this should be done, please let me know!

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CreateTexture2D is the right way to go.

If you need to fill the data during creation you need to provide an array of D3D10_SUBRESOURCE_DATA elements for each mip map. pSysMem will point to your raw data and SysMemPitch the size of a line in bytes. In your case 512*sizeof(float).

As an alternative you can use UpdateSubresource to transfer your data to the texture after creation. But this will only work for D3D10_USAGE_DEFAULT resources.


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