Closed corentinjaffre closed 6 months ago
you are not handling rowPitch in your code, which is ok for D3D9, but needed for D3D11: https://stackoverflow.com/questions/70005258/why-does-the-function-id3d11devicecontextmap-sometimes-produce-a-mapped-subres
use blitToMemory for a quick test
Oh, thanks a lot!
Ogre 13.6.5 and Dx11:
I'm reading a texture texel color for my asset selection in the editor (to know if a given object alpha is >0 or not), and as it works perfectly with DX9, it doesn't with Dx11, depending on the texture width.
My code:
This code works for anything with Dx9, but with Dx11 I get random color results if the texture width is not 64, 96, or 128. With a texture width of 64, I get the right colors, not if the width is 65.