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TextureLoader.FromFile Method ()

Creates a texture from a file.

Overload List

public static Texture FromFile(Device, string);
public static Texture FromFile(Device, string, int, int, int, Usage, Format, Pool, Filter, Filter, int);
public static Texture FromFile(Device, string, int, int, int, Usage, Format, Pool, Filter, Filter, int, ref ImageInformation);
public static Texture FromFile(Device, string, int, int, int, Usage, Format, Pool, Filter, Filter, int, ref ImageInformation, out PaletteEntry);
public static Texture FromFile(Device, string, int, int, int, Usage, Format, Pool, Filter, Filter, int, out PaletteEntry);

Remarks

This method supports the following file formats: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga.

Cube textures differ from other surfaces in that they are collections of surfaces. To call Device.SetRenderTarget with a cube texture, select an individual face using CubeTexture.GetCubeMapSurface and pass the resulting surface to Device.SetRenderTarget.

To get the best performance when using FromFile, consider the following:

  • Doing image scaling and format conversion at load time can be slow. Store images in the format and resolution in which they will be used. If the target hardware requires power of 2 dimensions, use it to create and store images.
  • For mipmap image creation at load time, filter using Box. A box filter is much faster than other filter types such as Triangle.
  • Consider using DDS files. Since they can be used to represent any Microsoft DirectX texture format, they are easily read by this method. Also, they can store mipmaps, which means that any mipmap-generation algorithms can be used to author the images.

Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.
InvalidDataException The data is invalid.
NotAvailableException This device does not support the queried technique.
OutOfVideoMemoryException Microsoft Direct3D does not have enough display memory to perform the operation.
OutOfMemoryExceptionLeave Site Direct3D could not allocate sufficient memory to complete the call.

See Also

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