This is queston about c#/Managed DirectX
I need to make a texture from raw data somehow (it's quite big memory part so using the stream is really slow) and all I can have is a pointer to place where the values are stored (the values are A8R8G8B8 format).
Does anybody know how to
a] copy the data directly to a texture or
b] how to create an unmanaged texture that would read the data from memory I want (so the data would't have to copy but it would update the texture automaticly)
The method I described as B would be much useful for me.