Am 20.09.2016 um 11:41 schrieb Henri Verbeet:
wined3d_texture_upload_data(object, i, context, &addr, data[i].row_pitch, data[i].slice_pitch);
wined3d_texture_validate_location(object, i, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(object, i, ~WINED3D_LOCATION_TEXTURE_RGB);
wined3d_device_update_sub_resource(device, &object->resource,
i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch);
Didn't this break the initial upload for 3d textures as wined3d_device_update_sub_resource only supports buffers and 2d textures?
On 21 September 2016 at 01:26, Michael Müller michael@fds-team.de wrote:
Didn't this break the initial upload for 3d textures as wined3d_device_update_sub_resource only supports buffers and 2d textures?
Yeah, it might, in as far that anything that uses that currently works. Shouldn't be terribly hard to fix though.