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You can render a quad onto the framebuffer with a shader that will just set the color value to 1000.0. Since you don't even need to set a texture really let alone compute lighting, this should not really take any noteworthy time to accomplish. It's pretty easy to do but here is a tutorial that talks about rendering to a texture. Though really you don't ...


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There's also DXGI_FORMAT_B8G8R8X8_* formats - explicitly no alpha, but still you must expand 24-bit image into 32-bit texture when loading data. In Direct3D11 24-bit and 16-bit formats are gone for good.



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