Programmatically creating directx 11 textures, pros and cons of the three different methods
问题 The msdn documentation explains that in directx 11 there are multiple ways to fill a directx 11 texture programmatically: (1) Create the texture with default usage texture and initialize it with data from memory (2) Create the texture with dynamic usage, use DeviceContext Map to get a pointer to texture memory, write to it, then use Unmap to indicate you are done (at which point I guess it is copied to the gpu) (3) Create the texture with staging usage and follow same steps as for dynamic