Windows apps
Collapse the table of content
Expand the table of content
Information
The topic you requested is included in another documentation set. For convenience, it's displayed below. Choose Switch to see the topic in its original location.

ID3D10Texture2D interface

A 2D texture interface manages texel data, which is structured memory.

Members

The ID3D10Texture2D interface inherits from ID3D10Resource. ID3D10Texture2D also has these types of members:

Methods

The ID3D10Texture2D interface has these methods.

MethodDescription
GetDesc

Get the properties of the texture resource.

Map

Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.

Unmap

Invalidate the pointer to the resource that was retrieved by ID3D10Texture2D::Map, and re-enable GPU access to the resource.

 

Remarks

To create an empty Texture2D resource, call ID3D10Device::CreateTexture2D. For more details on creating and loading textures, see Creating Texture Resources.

Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call ID3D10Device::CreateRenderTargetView, and ID3D10Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, create a by calling ID3D10Device::CreateShaderResourceView.

Requirements

Header

D3D10.h

Library

D3D10.lib

See also

ID3D10Resource
Resource Interfaces

 

 

Show:
© 2017 Microsoft