This is what I did :
ID3D10Texture2D *T;//////// Create texture description D3D10_TEXTURE2D_DESC desc; ZeroMemory( &desc, sizeof(D3D10_TEXTURE2D_DESC) ); desc.Width = Texture.Width; desc.Height = Texture.Height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D10_USAGE_DYNAMIC; //<-- this is dynamic because I'm going to manually fill it in after the call to CreateTexture2D() desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; HRESULT r = m_pd3dDevice->CreateTexture2D( &desc, NULL, &T ); assert( r == S_OK );
I'm getting r = E_INVALIDARG. Any thoughts? Thanks.