   Dynamic textures in DX8/9
  I have a multithreaded DX8 based program that makes use of dynamic textures. One thread modifies the dynamic textures while the other renders the scene. When I switched to DX9 I got the error ''locked textures cannot be rendered''. Basically the rendering thread is trying to execute while the thread that modifies the dynamic textures still has them locked. Other than synchronising the threads to prevent memory collisions, is there a way to set the dynamic texture memory so that it dosn''t mind being rendered while locked? 
quote:Original post by dragon9  I have a multithreaded DX8 based program that makes use of dynamic textures. One thread modifies the dynamic textures while the other renders the scene. When I switched to DX9 I got the error ''locked textures cannot be rendered''. Basically the rendering thread is trying to execute while the thread that modifies the dynamic textures still has them locked. Other than synchronising the threads to prevent memory collisions, is there a way to set the dynamic texture memory so that it dosn''t mind being rendered while locked?   The point of locking a piece of memory is to prevent other hardware from accessing it until you''re done with it.  So, not likely.   I like pie. ;  If it allowed you to render the texture while you were still writing to it, it would render garbage since there is no way to guarantee that you weren''t half way through filling the texture.  Why would you want to do that? Stay Casual,KenDrunken Hyena;  I agree that DX9 handled the locked dynamic texture more properly than DX8 did. I just changed my code to deal with the locked memory more robustly. Thanks for the input. 