by Marcin » Tue Oct 28, 2014 4:51 am
Can someone share how to efficiently override this method in DX11. I have a working copy with 2DTexture and ID3D11ShaderResourceView however I manually Map() to get GPU memory and memcpy the bits from buffer. Now, the question is how to achieve the same results without copying, but just map the texture to the buffer received in onPaint ? I am not a DX11 expert and do not know how to tackle this correctly ...