Texture consisting of 300'000 floats not supported?

I tried to generate a texture of size 300’000x1, then tried to set data of that size (meaning length = 300’000), but it threw an “wrong parameter” exception - why? Do I have to square it and round up to the next power of 2, e.g. 2^(floor(ln(sqrt(300’000))/ln(2))+1) and use this value for width and height of the texture, even if mipmapping is false? Why is that?

Best regards…

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This page may help answer your question somewhat…

Resource Limits (Direct3D 11) - Win32 apps | Microsoft Docs

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Because maximum width and height is limited, generally to 16k x 16k (making up for aprox 256M pixels), also make sure you have correct Surface format.

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