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Texture Class

Manipulates a texture resource.

Namespace:  Microsoft.WindowsMobile.DirectX.Direct3D
Assembly:  Microsoft.WindowsMobile.DirectX (in Microsoft.WindowsMobile.DirectX.dll)

public class Texture : BaseTexture, IDisposable

This object inherits functionality from BaseTexture.

The following code example shows how to use a texture.

// This code example is taken from the 
// Direct3D Mobile Texture Sample included with the 
// .NET Compact Framework samples. 

// Called whenever the rendering device is reset. 
void OnResetDevice(object sender, EventArgs e)
{
    Device dev = (Device)sender;
    // Turn off culling, so we see the front and back of the triangle
    dev.RenderState.CullMode = Cull.None;
    // Turn off D3D lighting
    dev.RenderState.Lighting = false;
    // Turn on the ZBuffer
    dev.RenderState.ZBufferEnable = true;
    // Turn on perspective correction for textures 
    // This provides a more accurate visual at the cost 
    // of a small performance overhead
    dev.RenderState.TexturePerspective = true;
    // Now create our texture

    texture = TextureLoader.FromStream(dev,
        Assembly.GetExecutingAssembly().GetManifestResourceStream(
        "Texture.Content.Banana.bmp"));
}

Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.

Windows CE, Windows Mobile for Smartphone, Windows Mobile for Pocket PC

The .NET Framework and .NET Compact Framework do not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.

.NET Compact Framework

Supported in: 3.5, 2.0

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