TextureLoader Class
.NET Framework 3.0
Contains functions for loading textures.
Namespace: Microsoft.WindowsMobile.DirectX.Direct3D
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
The following code example demonstrates loading a texture.
// This code example is taken from the // Direct3D Mobile Texture Sample of the // .NET Compact Framework Samples in the SDK. // 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.BaseMesh
Microsoft.WindowsMobile.DirectX.Direct3D.Resource
Microsoft.WindowsMobile.DirectX.Direct3D.TextureLoader
Microsoft.WindowsMobile.DirectX.Direct3D.BaseMesh
Microsoft.WindowsMobile.DirectX.Direct3D.Resource
Microsoft.WindowsMobile.DirectX.Direct3D.TextureLoader
Community Additions
ADD
Show: