TextureLoader.FromStream Method (Device, Stream)
[This documentation is for preview only, and is subject to change in later releases. Blank topics are included as placeholders.]
Creates a texture from a file in memory.
Namespace: Microsoft.WindowsMobile.DirectX.Direct3D
Assembly: Microsoft.WindowsMobile.DirectX (in Microsoft.WindowsMobile.DirectX.dll)
Syntax
'Declaration
Public Shared Function FromStream ( _
device As Device, _
stream As Stream _
) As Texture
'Usage
Dim device As Device
Dim stream As Stream
Dim returnValue As Texture
returnValue = TextureLoader.FromStream(device, _
stream)
public static Texture FromStream(
Device device,
Stream stream
)
public:
static Texture^ FromStream(
Device^ device,
Stream^ stream
)
static member FromStream :
device:Device *
stream:Stream -> Texture
Parameters
- device
Type: Microsoft.WindowsMobile.DirectX.Direct3D.Device
The device to associate with the texture.
- stream
Type: System.IO.Stream
The stream from which to create the texture.
Return Value
Type: Microsoft.WindowsMobile.DirectX.Direct3D.Texture
The created texture object.
Exceptions
Exception | Condition |
---|---|
InvalidCallException | The method call is invalid. For example, a method's parameter might contain an invalid value. |
OutOfMemoryException | Direct3D could not allocate sufficient memory to complete the call. |
Remarks
This method supports the following file formats: .bmp, .dds, .jpg, .png, and .gif.
Examples
The following example demonstrates how to use the FromStream(Device, Stream) method overload.
' 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.
Friend 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 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, 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"));
}
.NET Framework Security
- Full trust for the immediate caller. This member cannot be used by partially trusted code. For more information, see Using Libraries from Partially Trusted Code.
Platforms
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.
Version Information
.NET Compact Framework
Supported in: 3.5, 2.0