Texture Class
.NET Framework 2.0
Manipulates a texture resource.
Namespace: Microsoft.WindowsMobile.DirectX.Direct3D
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
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 of the ' .NET Compact Framework Samples in the ' .NET Framework SDK ' Called whenever the rendering device is reset Sub OnResetDevice(ByVal sender As Object, ByVal e As EventArgs) Dim dev As Device = CType(sender, Device) ' 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 the texture. texture = TextureLoader.FromStream(dev, _ [Assembly].GetExecutingAssembly().GetManifestResourceStream("Texture.Content.Banana.bmp")) End Sub
System.Object
Microsoft.WindowsMobile.DirectX.Direct3D.BaseMesh
Microsoft.WindowsMobile.DirectX.Direct3D.Resource
Microsoft.WindowsMobile.DirectX.Direct3D.BaseTexture
Microsoft.WindowsMobile.DirectX.Direct3D.Texture
Microsoft.WindowsMobile.DirectX.Direct3D.BaseMesh
Microsoft.WindowsMobile.DirectX.Direct3D.Resource
Microsoft.WindowsMobile.DirectX.Direct3D.BaseTexture
Microsoft.WindowsMobile.DirectX.Direct3D.Texture
Windows CE, Windows Mobile for Pocket PC, Windows Mobile for Smartphone
The .NET Framework does not support all versions of every platform. For a list of the supported versions, see System Requirements.
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