最近写程序刚好需要将数据写到二维纹理中,然后显示出来看数据是否正确。以这个笔记小小的记载下
srand( 0 );
DirectX::XMFLOAT2 data[128 * 128];
for( int i = 0; i < 128 * 128; i++ )
{
data[i].x = rand() / ( float )RAND_MAX;
data[i].y = rand() / ( float )RAND_MAX;
}
D3D11_TEXTURE2D_DESC tex_desc;
ZeroMemory( &tex_desc , sizeof( tex_desc ) );
tex_desc.Width = 128;
tex_desc.Height = 128;
tex_desc.MipLevels = 1;
tex_desc.ArraySize = 1;
tex_desc.Format = DXGI_FORMAT_R32G32_FLOAT;
tex_desc.SampleDesc.Count = 1;
tex_desc.SampleDesc.Quality = 0;
tex_desc