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TextureLoader Class

Contains functions for loading textures.

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

public sealed class TextureLoader

The following code example demonstrates how to load 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, to 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 the texture.
    texture = TextureLoader.FromStream(dev,
        Assembly.GetExecutingAssembly().GetManifestResourceStream(
        "Texture.Content.Banana.bmp"));
}

System.Object
  Microsoft.WindowsMobile.DirectX.Direct3D.TextureLoader

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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