Comments (4)
That functionality is exclusive to Direct3D11, so having it in common API is not ideal.
I would suggest creating the texture using raw Direct3D11 and then attaching it to Diligent texture.
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Thanks for link, I'll try to use it
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Did you make it work?
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@dmhud Let me know if interoperability with D3D11 did not work for you.
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Related Issues (20)
- Hello, we want to use DiligentEngine as a part of commercial software, which has just started to develop. Is there anything we should pay attention to HOT 2
- Why do objects display in a left-hand coordinate system HOT 7
- WebGPU support. HOT 4
- Macro is too much , Affects code readability HOT 1
- Poor API design choices affect real usability HOT 2
- fake bind error at version 2.5.2? HOT 7
- Build failure on linux
- Windows build output HOT 7
- Wordpress site hijacked HOT 1
- Build Failure Involving libpng in DiligentEngine HOT 6
- Is build multiple shader in differrent thread safe? HOT 1
- windows build error HOT 2
- Website appears to have been hacked HOT 1
- DX11 crash when changing max frame latency HOT 4
- Build failure with FetchContent HOT 14
- Multiple swap chains frame lag? HOT 4
- read wrong depth from stage texture? HOT 9
- Vulkan: When running tutorial 12 (RenderTarget) using Vulkan backend, you get errors on every frame HOT 5
- Error building using MinGW-x64 HOT 6
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