Failing to properly initialize a 2D texture from memory in Direct3D 11
问题 I am trying to produce a simple array in system memory that represent a R8G8B8A8 texture and than transfer that texture to the GPU memory. First, I allocate an array and fill it with the desired green color data: frame.width = 3; frame.height = 1; auto components = 4; auto length = components * frame.width * frame.height; frame.data = new uint8_t[length]; frame.data[0 + 0 * frame.width] = 0; frame.data[1 + 0 * frame.width] = 255; frame.data[2 + 0 * frame.width] = 0; frame.data[3 + 0 * frame