Comments (6)
I've FIXED the Map method with commit: 08bfced, now you can create texture with R32_Uint and map it as byte.
Tell me if you have any issues.
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Hi,
Do you have any repro case? The texture is 1D texture and you call Map right?
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Yes I was using Map<uint>, but really I probably should have been using Map<byte>. R8_UInt format is byte sized I think.
With Map<byte> my span size is still 1000x1024 but the call actually works and I can see the data copied in my shader.
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If you want to see where I'm using it, this is a bit of code that acts like an old character mode screen on a C64: https://github.com/Kharzette/GrogLibs/blob/e0a68a9c92fb7830ac511ff52dcce0c85b0f7baf/MaterialLib/Screen.cs
SetScreenContents has some of the other things I tried commented out. It hooks up with the TextMode.hlsl shader in groglibs shaderlib.
Groglibs is a mess right now as I'm still converting over from sharpDX so it might be hard to build that stuff.
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The span returned is now 1024, which is exactly what I'd expect. Thanks!
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Nice, I'll push new stable nuget version soon
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