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I know this is the wrong area of the forum but for some reason all the directx related forums seem to be closed?
The current situation i have is that i am making a terrain editor. the editor is coming along great and editing of the terrain itself is fine and so is multitexturing. The question i have is if there is a hidden function i am missing to make editing the
textures (basically painting onto them for texture mapping purposes) easier. the only way i see it as of now is to map the texture to a char/byte array and go through every single one to see if its within the radius that i need. i of course would simplify
the distance test and remove the square root but this seems very inefficient. Is there any function to write a image(?) such as a circle loaded into a bitmap, on top of a texture in directx? The other question is if i can edit the texture within the pixel
shader (GPU would seem to be much faster). the Current way im storing the textures is in a ID3D10ShaderResourceView, just ask for any more detail and thank you in advance.
Any help is greatly appreciated
-Ryan
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The current situation i have is that i am making a terrain editor. the editor is coming along great and editing of the terrain itself is fine and so is multitexturing. The question i have is if there is a hidden function i am missing to make editing the
textures (basically painting onto them for texture mapping purposes) easier. the only way i see it as of now is to map the texture to a char/byte array and go through every single one to see if its within the radius that i need. i of course would simplify
the distance test and remove the square root but this seems very inefficient. Is there any function to write a image(?) such as a circle loaded into a bitmap, on top of a texture in directx? The other question is if i can edit the texture within the pixel
shader (GPU would seem to be much faster). the Current way im storing the textures is in a ID3D10ShaderResourceView, just ask for any more detail and thank you in advance.
Any help is greatly appreciated
-Ryan
View the full article