Simple question really: can I partially update a texture via C++?
I’m using the following:
FTextureCubeResource * Resource = ...
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
FuncUpdatePartsInfo,
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)