// 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 ); }
// 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 ); }
// 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 ); }
// 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 ); }