How to define a texture buffer?
I try to define manually a texture buffer, and I can't figure out how it works (no sample since the skinning10 sample uses effects, and very few documentations):
In the API,
- How a texture buffer is defined? As a texture or as a buffer resource? (the name suggests a texture resource ...)
- With what binding flag?
- If the texture buffer is defined as a texture, how this ressource can be bound to a constant buffer slot with *SetConstantBuffers since an ID3D10Texture*D cannot be casted to an ID3D10Buffer.
- If the texture buffer is defined as a buffer, what is the difference between a cbuffer and a tbuffer.
In a HLSL code,
- is there a way to tell to the FX compiler that a cbuffer/tbuffer can be found in a peculiar constant buffer slot?
- the skinning10 fx sample says: "tbuffers are special constant buffers that are accessed like textures". But no Load or Sample instructions are used in that case. So what does it mean? That the internal job is done with Load-like functions?
Thanks for your help.

