Texture Creation:
this.frame = new Texture(game.DeviceManager.Device,
size.Width,
size.Height,
1,
Usage.Dynamic,
Format.A8R8G8B8,
Pool.Default
);
Texture Updating:
private void generateFrame()
{
byte[] buffer = new byte[size.Width * size.Height * 4];
DataRectangle data = this.frame.LockRectangle(0, LockFlags.Discard);
buffer = PerlinNoise3D.CreateSurfaceA8R8G8B8(this.size.Width,
this.size.Height,
z );
data.Data.Write(buffer, 0, buffer.Length);
z++;
}