ID3D10Texture3D interface (d3d10.h)
A 3D texture interface accesses texel data, which is structured memory.
The ID3D10Texture3D interface inherits from ID3D10Resource. ID3D10Texture3D also has these types of members:
The ID3D10Texture3D interface has these methods.
Get the properties of the texture resource.
Get a pointer to the data contained in a subresource, and deny GPU access to that subresource.
Invalidate the pointer to the resource retrieved by ID3D10Texture3D::Map, and re-enable the GPU's access to the resource.
Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call ID3D10Device::CreateRenderTargetView, and ID3D10Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, create a by calling ID3D10Device::CreateShaderResourceView.