Hi everyone !
Question : Motional scene rendered to texture blending with static texture causes cpu utilization up to 80%.
I try to use texture-blending in render to texture's texture( I'm doing Raster Tek's tutorials ), I make a texture array class for manage multitextures, one of it's function is to add texture from disk & from ID3D11ShaderResourceView. And the shader render function receive texture array by ID3D11ShaderResourceView**, when rendering, it shows a serious performance problems, I think it because add texture(which is the motional scene rendered to) to texture array should copy data to one node, this operation maybe spend much time. So each frame texture array should do copy operation.
I change my code to 2 ID3D11ShaderResourcesView variables as this shader's render function params, but I really want anather way to solve.
(These 2 variables running without multitexture manager, but in fact it is a multitexture object). Please help me. Thanks a lot.