--- a/src/render/direct3d11/SDL_render_d3d11.cpp Sun Mar 31 11:16:31 2013 -0400
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp Sun Mar 31 11:44:50 2013 -0400
@@ -836,8 +836,6 @@
texture->driverdata = textureData;
- const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel;
-
D3D11_TEXTURE2D_DESC textureDesc = {0};
textureDesc.Width = texture->w;
textureDesc.Height = texture->h;
@@ -851,24 +849,26 @@
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
textureDesc.MiscFlags = 0;
- const int numPixels = textureDesc.Width * textureDesc.Height;
- std::vector<uint8> initialTexturePixels(numPixels * pixelSizeInBytes, 0x00);
-
+#if 0
// Fill the texture with a non-black color, for debugging purposes:
- //for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) {
- // initialTexturePixels[i+0] = 0xff;
- // initialTexturePixels[i+1] = 0xff;
- // initialTexturePixels[i+2] = 0x00;
- // initialTexturePixels[i+3] = 0xff;
- //}
-
+ const int numPixels = textureDesc.Width * textureDesc.Height;
+ const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel;
+ std::vector<uint8> initialTexturePixels(numPixels * pixelSizeInBytes, 0x00);
+ for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) {
+ initialTexturePixels[i+0] = 0xff;
+ initialTexturePixels[i+1] = 0xff;
+ initialTexturePixels[i+2] = 0x00;
+ initialTexturePixels[i+3] = 0xff;
+ }
D3D11_SUBRESOURCE_DATA initialTextureData = {0};
initialTextureData.pSysMem = (void *)&(initialTexturePixels[0]);
initialTextureData.SysMemPitch = textureDesc.Width * pixelSizeInBytes;
initialTextureData.SysMemSlicePitch = numPixels * pixelSizeInBytes;
+#endif
+
result = rendererData->d3dDevice->CreateTexture2D(
&textureDesc,
- &initialTextureData,
+ NULL, // &initialTextureData,
&textureData->mainTexture
);
if (FAILED(result)) {