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How do I write RGB vals to texture in D3D11?

Hi experts,

Can anyone possibly point me to an example (or provide one) of how to write an array of RGBA values to a texure in DX11?  I know how to create from a file and display, but can't seem to work out how I can create from an array of RGBA vals (and subsequently update without recreating from scratch when the RGB vals change).

Very grateful for any help you can give! (using win32 vc++)

Thanks,
Chris
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chrispauljarram
Asked:
chrispauljarram
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1 Solution
 
SunnyDarkCommented:
Basically you create the texture , call "Map" on the texture, that provides you with the pointer to the data, then fill the data , then call "UnMap"
Here is a good example:
http://www.gamedev.net/topic/571522-d3d11how-shouldcan-i-take-the-renderized-backbuffer-to-a-texture-buffer/
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chrispauljarramAuthor Commented:
Thanks SunnyDark..

From the other examples I've seen you can use  UpdateSubresource too which I'm trying, however I still have problems - my texture (and the poly its on) is invisible.  When I load a texture from a file and display it it's fine however (so its definately something to do with the way I'm initializing).  Can you see anything wrong with the attached code (undoubtedly there is something I'm missing)?

Once again very grateful for the help!  I've been tearing my hair out most of the day with this one :(

Thanks in advance,
Chris.
ID3D11Texture2D* pTexture = NULL;
ID3D11ShaderResourceView *texv;

// initializing texv with this works fine (texture is displayed when I render my object, so coords and rendering code are correct - I've not included them because I know its doing what it should)...

D3DX11CreateShaderResourceViewFromFile(pDevice,            
                                       "Wood.png",    
                                       NULL,           
                                       NULL,           
                                       &texv,      
                                       NULL);   


// Using this instead (creating a mutable texture and writing all white to it) doesn't, my object is invisible...

	D3D11_TEXTURE2D_DESC texd;
	ZeroMemory(&texd, sizeof(texd));
	texd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	texd.Usage = D3D11_USAGE_DEFAULT;
	texd.Width = 256;
	texd.Height = 256;
	texd.ArraySize = 1;

	UINT32 *textureData = new UINT32[texd.Width * texd.Height];

	for(int i = 0; i < (texd.Width * texd.Height); i++)
	     textureData[i] = 0xFF0000FF;

	pDevice->CreateTexture2D( &texd, NULL, &pTexture );
			
	m_pD3D11DeviceContext->UpdateSubresource(pTexture, 0,  NULL, textureData, texd.Width*4, texd.Width*texd.Height*4);

 	pDevice->CreateShaderResourceView(pTexture,NULL,&texv);

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SunnyDarkCommented:
At first sight I dont see a problem with the code...
Please check the following: Create the d3d device with DEBUG option and see if directX prints anything on the output window when executing UpdateSubresource.

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chrispauljarramAuthor Commented:
Thanks Sunny, unfortunately I can't create the d3d device with the debug option as I don't own it (it's being hooked in a 3rd party app via an injected dll - this is an overlay renderer).

I'm sure it must be something to do with the switches / flags I'm using as everything else works fine :-/  Can you suggest anything else?

Cheers,

Chris
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SunnyDarkCommented:
Ok then you can force directx to use the debug version in the directx control panel. You have it if you installed the sdk.
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chrispauljarramAuthor Commented:
Not to worry, working now - thanks for the help.
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chrispauljarramAuthor Commented:
.
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