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NN:d3d11.ID3D11Texture2D |
ID3D11Texture2D (d3d11.h) |
A 2D texture interface manages texel data, which is structured memory. (ID3D11Texture2D) |
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direct3d11\id3d11texture2d.htm |
direct3d11 |
49cd6e21-6cb1-45ea-b83a-3c93f0560915 |
12/05/2018 |
92f1d183-b220-944f-113a-e7696cd05d2f, ID3D11Texture2D, ID3D11Texture2D interface [Direct3D 11], ID3D11Texture2D interface [Direct3D 11],described, d3d11/ID3D11Texture2D, direct3d11.id3d11texture2d |
d3d11.h |
Windows |
Windows 7 [desktop apps \| UWP apps] |
Windows Server 2008 R2 [desktop apps \| UWP apps] |
D3D11.lib |
Windows |
19H1 |
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A 2D texture interface manages texel data, which is structured memory.
The ID3D11Texture2D interface inherits from ID3D11Resource. ID3D11Texture2D also has these types of members:
To create an empty Texture2D resource, call ID3D11Device::CreateTexture2D. For info about how to create a 2D texture, see How to: Create a Texture.
Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call ID3D11Device::CreateRenderTargetView, and ID3D11Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, create a by calling ID3D11Device::CreateShaderResourceView.