ID3D10Texture2D
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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

 

 

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