8 years, 9 months ago
Highlights
8 years, 9 months ago
Thank you, I did not know that GetCopyableFootprints can fill out offsets + layouts for all mips at the same time, by doing this pLayout.Offset will have value when NumSubresour…
8 years, 9 months ago
Hi all, I want to copy just 1 mipmap level of a texture and I am doing like this: void CopyTextureRegion( &CD3DX12_TEXTURE_COPY_LOCATION(pDstData, mipmapIndex), 0, 0, 0, &am…
8 years, 9 months ago
Hi everyone, I am new to Dx12 and working on a game project. My game just crash at CreateShaderResourceView with no infomation output in debug log, just: 0xC0000005: Access viol…
8 years, 11 months ago
Hi all, The D3D12_SHADER_RESOURCE_VIEW_DESC has a member Shader4ComponentMapping but I don't really know what is it used for? As several example set its value to D3D12_DEFAULT_S…
8 years, 11 months ago
Latest Activity
See all in DiscussionsThank you, I did not know that GetCopyableFootprints can fill out offsets + layouts for all mips at the same …
8 years, 9 months ago
Hi @SoldierOfLight 1. I created upload buffer big enough for entire mip as below code: device->GetCopyableFootprints(&textureDesc, 0, textureDesc.MipLevels, 0, nullptr, …
8 years, 9 months ago
Hi all, I want to copy just 1 mipmap level of a texture and I am doing like this: void …
8 years, 9 months ago