Texture Class
Manipulates a texture resource.
Namespace: Microsoft.WindowsMobile.DirectX.Direct3D
Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
Syntax
'Declaration
Public Class Texture
Inherits BaseTexture
Implements IDisposable
'Usage
Dim instance As Texture
public class Texture : BaseTexture, IDisposable
public ref class Texture : public BaseTexture, IDisposable
public class Texture extends BaseTexture implements IDisposable
public class Texture extends BaseTexture implements IDisposable
Remarks
This object inherits functionality from BaseTexture.
Example
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
// 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
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"));
}
Inheritance Hierarchy
System.Object
Microsoft.WindowsMobile.DirectX.Direct3D.BaseMesh
Microsoft.WindowsMobile.DirectX.Direct3D.Resource
Microsoft.WindowsMobile.DirectX.Direct3D.BaseTexture
Microsoft.WindowsMobile.DirectX.Direct3D.Texture
Thread Safety
Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.
Platforms
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.
Version Information
.NET Compact Framework
Supported in: 2.0
See Also
Reference
Texture Members
Microsoft.WindowsMobile.DirectX.Direct3D Namespace