Texture Class
[This documentation is for preview only, and is subject to change in later releases. Blank topics are included as placeholders.]
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
type Texture =
class
inherit BaseTexture
interface IDisposable
end
Remarks
This object inherits functionality from BaseTexture.
Examples
The following code example shows how to use a texture.
' 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"));
}
Inheritance Hierarchy
System.Object
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 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
See Also
Reference
Microsoft.WindowsMobile.DirectX.Direct3D Namespace