ID3D11Texture3D interface (d3d11.h)

A 3D texture interface accesses texel data, which is structured memory.


The ID3D11Texture3D interface inherits from ID3D11Resource. ID3D11Texture3D also has these types of members:


The ID3D11Texture3D interface has these methods.


Get the properties of the texture resource. (ID3D11Texture3D.GetDesc)


To create an empty Texture3D resource, call ID3D11Device::CreateTexture3D. For info about how to create a 2D texture, which is similar to creating a 3D texture, see How to: Create a Texture.

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 ID3D11Device::CreateRenderTargetView, and ID3D11Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, create a by calling ID3D11Device::CreateShaderResourceView.


Minimum supported client Windows 7 [desktop apps | UWP apps]
Minimum supported server Windows Server 2008 R2 [desktop apps | UWP apps]
Target Platform Windows
Header d3d11.h

See also


Resource Interfaces