Exemple #1
0
// static
DynamicTexture2D* DynamicTexture2D::createFloat1( ID3D11Device* pDevice, int width, int height )
{
    ID3D11Texture2D* pTexture;
    D3D11_TEXTURE2D_DESC td = makeTextureDescription( width, height, DXGI_FORMAT_R32_FLOAT );
    pDevice->CreateTexture2D( &td, NULL, &pTexture );

    return new DynamicTexture2D( pDevice, width, height, pTexture );
}
Exemple #2
0
// static
RenderTarget* RenderTarget::createUnsignedByte4( ID3D10Device* pDevice, int width, int height )
{
	ID3D10Texture2D* pTexture;
	D3D10_TEXTURE2D_DESC td = makeTextureDescription( width, height, DXGI_FORMAT_R8G8B8A8_UNORM );
	pDevice->CreateTexture2D( &td, NULL, &pTexture );

	return new RenderTarget( pDevice, width, height, pTexture );
}
Exemple #3
0
// static
DynamicTexture2D* DynamicTexture2D::createUnsignedByte4( ID3D11Device* pDevice, int width, int height )
{
    ID3D11Texture2D* pTexture;
    D3D11_TEXTURE2D_DESC td = makeTextureDescription( width, height, DXGI_FORMAT_R8G8B8A8_UNORM );
    pDevice->CreateTexture2D( &td, NULL, &pTexture );

    return new DynamicTexture2D( pDevice, width, height, pTexture );
}
Exemple #4
0
// static
RenderTarget* RenderTarget::createFloat1( ID3D10Device* pDevice, int width, int height )
{
	ID3D10Texture2D* pTexture;
	D3D10_TEXTURE2D_DESC td = makeTextureDescription( width, height, DXGI_FORMAT_R32_FLOAT );
	pDevice->CreateTexture2D( &td, NULL, &pTexture );

	return new RenderTarget( pDevice, width, height, pTexture );
}