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ID3D10Texture2D->Map issue

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I want to read the color values from a texture(heightmap) to compute the height of my terrain. But the value is either incredibly high or 0.0f.
Here´s the code:

ZeroMemory( &loadInfo, sizeof(D3DX10_IMAGE_LOAD_INFO) );
loadInfo.Format = DXGI_FORMAT_BC1_UNORM;
loadInfo.Height = m_Height;
loadInfo.Width = m_Width;
loadInfo.CpuAccessFlags = D3D10_CPU_ACCESS_READ;
loadInfo.Usage = D3D10_USAGE_STAGING;
loadInfo.MipLevels = 1;
ID3D10Resource *pResource;
D3DX10CreateTextureFromFile( m_pd3dDevice, m_HeightfieldTextureFilename, &loadInfo, NULL, &pResource, NULL );
m_pHeightfieldTexture = (ID3D10Texture2D *) pResource;
D3D10_MAPPED_TEXTURE2D mappedTexture;
FLOAT* pTexels = (FLOAT*)mappedTexture.pData;
int verticesCount = 0;
for(UINT z = 0;z<=m_Height;z++)
UINT rowStart = z * mappedTexture.RowPitch/4;
for(UINT x = 0;x<=m_Width;x++)
float y = pTexels[rowStart + x*4 + 0] + pTexels[rowStart + x*4 + 1] + pTexels[rowStart + x*4 + 2];
/*float y = 0.0f;*/
m_pVertices[verticesCount].position = D3DXVECTOR3(x,y,z);
m_pVertices[verticesCount].texcoord = D3DXVECTOR2((float)x,(float)x);

Attached you´ll find a screenshot that shows what the result looks like.
I hope you can help me biggrin.png

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Your texture is using a compressed RGBA format (BC1), yet you're interpreting it as if it were 32-bit floats. You should just load it as a FLOAT format, since you're not even using it on the GPU.

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