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Latest engineprogramming Activity

DX12::setResourceData does the following:

Void* mappedData = nullptr;
D3D12_RANGE emptyRange{};	// Empty range to indicate we are not reading
if (FAILED(resource->Map(0, &emptyRange, (Void**)&mappedData))) return false;
memcpy(mappedData, data, (size_t)numBytes);
resource->Unmap(0, nul…
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