Effect Constructor (GraphicsDevice, Byte , CompilerOptions, EffectPool)
Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a byte array.
Namespace: Microsoft.Xna.Framework.Graphics
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
Syntax
public Effect (
GraphicsDevice graphicsDevice,
byte[] effectCode,
CompilerOptions options,
EffectPool pool
)
Parameters
- graphicsDevice
The graphics device that will create the effect. - effectCode
Byte array containing the compiled byte code. - options
Compilation optimization options. - pool
Specifies a pool of resources to share between effects.
Exceptions
Exception type | Condition |
---|---|
ArgumentNullException | effectCode or graphicsDevice is null. |
InvalidOperationException | One of the following conditions is true:
|
ObjectDisposedException | Effect was called after pool was disposed. |
Remarks
Tip
In most cases, it is preferrable to initialize a new instance of an effect using the ContentManager.Load<Effect> method rather than using the Effect constructors. For an example of initializing an effect with this method, see How to: Create and Apply Custom Effects.
Obtaining the compiled byte code for effectCode is a two-part process. First, you must compile the effect by using the static method Effect.CompileEffectFromFile or Effect.CompileEffectFromSource, either of which returns an instance of CompiledEffect. CompiledEffect.GetEffectCode returns the compiled byte code from the compiled effect.
See Also
Tasks
How to: Create and Apply Custom Effects
Reference
Effect.CompileEffectFromFile Method
Effect.CompileEffectFromSource Method
Effect Class
Effect Members
Microsoft.Xna.Framework.Graphics Namespace
Platforms
Xbox 360, Windows XP SP2, Windows Vista