A 3D texture interface accesses texel data, which is structured memory.
interface ID3D11Texture3D : public ID3D11Resource
To create an empty Texture3D resource, call ID3D11Device::CreateTexture3D. For more details on creating and loading textures, see Creating Texture Resources.
Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call ID3D11Device::CreateRenderTargetView, and ID3D11Device::CreateDepthStencilView, respectively. To use the texture as an input to a shader, create a by calling ID3D11Device::CreateShaderResourceView.
Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).