I am trying to use DX11 PixelData and AsTexture to send images over the net. First I was unable to get AsTexture to work, and in trying to debug it found that PixelData does not work properly with a texture from FileTexture(2D), only from a Renderer.
If the input to PixelData is from FileTexture, it outputs Valid as True, and the right number of Raw bytes, but they are all zeros. When fed from the output of a Renderer (TempTarget), the data is correct.
AsTexture never works, even when Format is fed into it from an Info node of the texture going into PixelData. I can see the output of PixelData is correct, as I can feed the Raw data into AsValue, divide it by 256, and feed that into DynamicTexture and get the original texture back.
Am I missing something here? Does AsTexture just not work with larger sizes than the trivial examples in the help patch? Thanks!
This is happening with 35.8_x64 and 38.1_x64, DX11 1.3.1, on Win10 x64 Enterprise 1809, one system with GTX 1080s and one with GTX 2070s.
PixelDataBug.v4p (18.7 KB)