问题
I've done 2 programs to use Shared Resources, running on SlimDX & DirectX10. One program will display the shared texture on a 3D mesh. The 2nd program will load an image as texture. So far I need to pass the shared handled everytime the texture is update from a new image.
Now, is there a way that I can initialize a fixed size shared texture (Texture2D), then everytime when I load a new image, all I need to do is load it as texture, then copy it to the existing texture. This way the shared handle would not change, and I can save some overhead of passing the shared handle. For DirectX9, I do know there a function to do just that, "StretchRectangle" but I can't find that or anything similar in DirectX10.
The intermediate format can be anything, even surface, as long as I get to update it to the shared texture.
Thanks
回答1:
What about CopyResource() or CopySubresourceRegion()? I don't know SlimDX, but these should work fine in native D3D10.
来源:https://stackoverflow.com/questions/3249279/copy-texture-to-texture