Hello
I'm trying to load several textures into a texture array :
D3D10_TEXTURE2D_DESC desc;
ZeroMemory(&desc,sizeof(desc));
desc.Width=width;
desc.Height=height;
desc.ArraySize=nbFrames;
desc.MipLevels=1;
desc.Format=DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count=1;
desc.Usage=D3D10_USAGE_DYNAMIC;
desc.BindFlags=D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags=D3D10_CPU_ACCESS_WRITE;
if FAILED(device->CreateTexture2D(&desc,NULL,&texture)) return false;
But I get an exception : ID3D10Device::CreateTexture2D: A D3D10_USAGE_DYNAMIC Resource must have ArraySize equal to 1.
How can I create a texture array with a CPU-write access (as a shader resource and with dynamic usage) please ? Or equivalent ?
Thanks
Nico