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using D3D10_SUBRESOURCE_DATA on 2DTexture

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lomateron    491
I want to fill a 2Dtexture with an array D3DXVECTOR4 p[100];
so i fill the array with values, then if the texture is 10x10:

initData.pSysMem = p;
initData.SysMemPitch = sizeof(D3DXVECTOR4)*10;

is that correct?

My texture just has 1 mip level, sample count 1 and quality 0 Edited by lomateron

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