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C++ Partial cubemap texture update

Simple question really: can I partially update a texture via C++?

I'm using the following:

 FTextureCubeResource * Resource = ...
 UpdatePartsInfo*, partsInfo, partsInfo,
     uint32 DestStride;
     void* TheMipData = RHILockTextureCubeFace(Resource->TextureCubeRHI, iFace, 0, 0 /*MipIndex*/, RLM_WriteOnly, DestStride, false);
     ... // Copy some data to TheMipData
     RHIUnlockTextureCubeFace(Resource->TextureCubeRHI, iFace, 0, 0 /*MipIndex*/, false);

This clears the resource and then sets the data, possibly using D3D11's Map(). The only way I see is do all D3D stuff myself ( Create a staging resource and then CopySubresourceRegion, or UpdateSubresource)

Product Version: UE 4.11
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asked Jun 29 '16 at 03:22 PM in C++ Programming

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