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Get texel RGBA from texture2d

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I want to read the RGBA values for each texel in a texture2D I've loaded.


So, I load my image, with the following imageloadinfo:

dataLoadInfo = new ImageLoadInformation()
  BindFlags = BindFlags.None,
  CpuAccessFlags = CpuAccessFlags.Read,
  Usage = ResourceUsage.Staging,
  Format = SharpDX.DXGI.Format.R8G8B8A8_UNorm,
  MipLevels = 1

Then, I Map the data:

DataRectangle dataRectangle = texture2D.Map(0, MapMode.Read, MapFlags.None);

Cool. But how do I loop over the dataRectangle?

I guess I could just deal with the actual pointer as described here: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205319%28v=vs.85%29.aspx


but is there really no way to do this without resorting to unsafe code?

Edited by gfxCahd

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maybe this can help :

DataStream mStream;

GraphicsRenderer.contex.MapSubresource(texture, 0, 0, MapMode.Read, MapFlags.None, out mStream);

Color4[] colors=new Color4[mStream.Length/Marshal.SizeOf(typeof(Color4))];

int i = 0;

 while (mStream.RemainingLength > 0)
          colors[i] = mStream.ReadColor4();

GraphicsRenderer.contex is my DeviceContext .

Edited by BlackBrain

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