here is some code to write data…. this method works with float textures, but not UINT.. I must not be understanding fully how to the proper size of each row.. any ideas?
uint32_t* sptr = reinterpret_cast<uint32_t*>(mappedResource.pData);
for (int row = 0; row < 1024; row++)
{
uint32_t* rowStart = (uint32_t*)(sptr + (mappedResource.RowPitch * row));
for (int col = 0; col < 1024; col++)
{
rowStart[col] = 1000;
}
}