ID3D10Texture3D interface
A 3D texture interface accesses texel data, which is structured memory.
Members
The ID3D10Texture3D interface inherits from ID3D10Resource. ID3D10Texture3D also has these types of members:
Methods
The ID3D10Texture3D interface has these methods.
| Method | Description |
|---|---|
| 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 retrieved by ID3D10Texture3D::Map, and re-enable the GPU's access to the resource. |
Remarks
To create an empty Texture3D resource, call ID3D10Device::CreateTexture3D. 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
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Header |
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Library |
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See also