ID3D11Device::CreateTexture3D

HRESULT CreateTexture3D( _In_ const D3D11_TEXTURE3D_DESC *pDesc, _In_opt_ const D3D11_SUBRESOURCE_DATA *pInitialData, _Out_ ID3D11Texture3D **ppTexture3D );

Parameters

pDesc [in]

Type: const D3D11_TEXTURE3D_DESC*

Pointer to a D3D11_TEXTURE3D_DESC structure that describes the 3D texture.

pInitialData [in, optional]

Type: const D3D11_SUBRESOURCE_DATA*

Pointer to initialized data for the texture. If you request hardware texturing, this pointer must be NULL. If you create a shader resource (Shader Resource View) or an unordered access view (Unordered Access View), you must create the texture with the appropriate flags.

ppTexture3D [out]

Type: ID3D11Texture3D**

Address of a pointer to the created 3D texture object. This parameter receives a pointer to the ID3D11Texture3D interface.

Return Value

Type

Type: HRESULT

This method returns one of the Direct3D 11 return codes.

Remarks

To create a 3D texture, use this method. A 3D texture is a texture that has a depth dimension in addition to width and height.

This method creates a 3D texture resource. For more information about creating texture resources, see Texture10 creation overview.

Typically, you will use CreateShaderResourceView to create a shader resource view and CreateUnorderedAccessView to create an unordered access view from the texture you created with CreateTexture3D.

For information about how to use the pInitialData parameter, see Resource creation and updating.

See Also

Note

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