本文整理汇总了C#中Usage类的典型用法代码示例。如果您正苦于以下问题:C# Usage类的具体用法?C# Usage怎么用?C# Usage使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Usage类属于命名空间,在下文中一共展示了Usage类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: PixelDataProvider
public PixelDataProvider(int width, int height, int numChannels, Device device, Usage usage)
: base()
{
Format pf = Format.X8R8G8B8;
switch (numChannels)
{
case 1:
pf = Format.A8;
break;
case 3:
pf = Format.R8G8B8;
break;
case 4:
pf = Format.X8R8G8B8;
break;
case 8:
pf = Format.A16B16G16R16;
break;
}
//TODO: how to find out which Formats are supported??
//device.DeviceCaps.TextureCaps
if (pf == Format.R8G8B8)
pf = Format.X8R8G8B8;
//RenderToSurface sf = new RenderToSurface(device, width, height, pf, false, null);
//this._tx = new Texture(device, width, height, 1, Usage.RenderTarget, pf, Pool.Default); // Pool.Managed doesn't work with Usage.RenderTarget
Pool pool = Pool.Managed;
if (usage == Usage.RenderTarget)
pool = Pool.Default;
this._tx = new Texture(device, width, height, 1, usage, pf, pool);
//this._sd = this._tx.GetLevelDescription(0);
this._surf = this._tx.GetSurfaceLevel(0); //AOAO
this._sd = this._surf.Description;
}
开发者ID:timdetering,项目名称:Endogine,代码行数:35,代码来源:PixelDataProvider.cs
示例2: CreateIndexBuffer
public DataBuffer CreateIndexBuffer(int length, Usage usage, Format format, Pool pool)
{
IntPtr pOut = IntPtr.Zero;
int res = Interop.Calli(comPointer, length, (int)usage, (int)format, (int)pool, (IntPtr)(void*)&pOut, IntPtr.Zero,(*(IntPtr**)comPointer)[27]);
if( res < 0 ) { throw new SharpDXException( res ); }
return new DataBuffer( pOut );
}
开发者ID:lavajoe,项目名称:ClassicalSharp,代码行数:7,代码来源:Device.cs
示例3: FromFile
public static Texture2D FromFile(DeviceContext context, string file, Usage usage, Pool pool)
{
using (var stream = File.OpenRead(file))
{
return FromStream(context, stream, usage, pool);
}
}
开发者ID:TormentedEmu,项目名称:OpenUO,代码行数:7,代码来源:Texture2D.cs
示例4: ReadTexture
public ReadTexture(int width, int height, uint handle, EnumEntry formatEnum, EnumEntry usageEnum)
{
Format format;
if (formatEnum.Name == "INTZ")
format = D3DX.MakeFourCC((byte)'I', (byte)'N', (byte)'T', (byte)'Z');
else if (formatEnum.Name == "RAWZ")
format = D3DX.MakeFourCC((byte)'R', (byte)'A', (byte)'W', (byte)'Z');
else if (formatEnum.Name == "RESZ")
format = D3DX.MakeFourCC((byte)'R', (byte)'E', (byte)'S', (byte)'Z');
else if (formatEnum.Name == "No Specific")
throw (new Exception("Texture mode not supported"));
else
format = (Format)Enum.Parse(typeof(Format), formatEnum, true);
var usage = Usage.Dynamic;
if (usageEnum.Index == (int)(TextureType.RenderTarget))
usage = Usage.RenderTarget;
else if (usageEnum.Index == (int)(TextureType.DepthStencil))
usage = Usage.DepthStencil;
this.FWidth = width;
this.FHeight = height;
this.FHandle = (IntPtr)unchecked((int)handle);
this.FFormat = format;
this.FUsage = usage;
Initialise();
}
开发者ID:kevinbs,项目名称:VVVV.Packs.Image,代码行数:28,代码来源:ReadTexture.cs
示例5: WrappedCubeTexture
private WrappedCubeTexture(Device device, int edgeSize, Usage usage, Format format, Pool pool)
{
_usage = usage;
_format = format;
_edgeSize = edgeSize;
_pool = pool;
CreateCubeTexture(device);
}
开发者ID:HaKDMoDz,项目名称:Psy,代码行数:8,代码来源:WrappedCubeTexture.cs
示例6: CubeTexture
/// <summary>
/// Initializes a new instance of the <see cref="CubeTexture"/> class.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="edgeLength">Length of the edge.</param>
/// <param name="levelCount">The level count.</param>
/// <param name="usage">The usage.</param>
/// <param name="format">The format.</param>
/// <param name="pool">The pool.</param>
/// <param name="sharedHandle">The shared handle.</param>
public CubeTexture(Device device, int edgeLength, int levelCount, Usage usage, Format format, Pool pool, ref IntPtr sharedHandle) : base(IntPtr.Zero)
{
unsafe
{
fixed (void* pSharedHandle = &sharedHandle)
device.CreateCubeTexture(edgeLength, levelCount, (int)usage, format, pool, this, (IntPtr)pSharedHandle);
}
}
开发者ID:Ziriax,项目名称:SharpDX,代码行数:18,代码来源:CubeTexture.cs
示例7: VolumeTexture
/// <summary>
/// Initializes a new instance of the <see cref="VolumeTexture"/> class.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="depth">The depth.</param>
/// <param name="levelCount">The level count.</param>
/// <param name="usage">The usage.</param>
/// <param name="format">The format.</param>
/// <param name="pool">The pool.</param>
/// <param name="sharedHandle">The shared handle.</param>
/// <unmanaged>HRESULT IDirect3DDevice9::CreateVolumeTexture([In] unsigned int Width,[In] unsigned int Height,[In] unsigned int Levels,[In] unsigned int Usage,[In] D3DFORMAT Format,[In] D3DPOOL Pool,[Out, Fast] IDirect3DVolumeTexture9** ppVolumeTexture,[In] void** pSharedHandle)</unmanaged>
public VolumeTexture(Device device, int width, int height, int depth, int levelCount, Usage usage, Format format, Pool pool, ref IntPtr sharedHandle)
: base(IntPtr.Zero)
{
unsafe
{
fixed (void* pSharedHandle = &sharedHandle)
device.CreateVolumeTexture(width, height, depth, levelCount, (int)usage, format, pool, this, new IntPtr(pSharedHandle));
}
}
开发者ID:rbwhitaker,项目名称:SharpDX,代码行数:22,代码来源:VolumeTexture.cs
示例8: Texture2D
public Texture2D(Device d, int width, int height, Usage u)
{
handle = new Texture(d, width, height, 1, u, Format.A8R8G8B8, Pool.Default);
usage = u;
Width = width;
Height = height;
device = d;
managed = false;
}
开发者ID:Naronco,项目名称:Rekd-Sharp,代码行数:9,代码来源:Texture2D.cs
示例9: IndexBuffer
/// <summary>
/// Initializes a new instance of the <see cref="IndexBuffer"/> class.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="sizeInBytes">The size in bytes.</param>
/// <param name="usage">The usage.</param>
/// <param name="pool">The pool.</param>
/// <param name="sixteenBit">if set to <c>true</c> use 16bit index buffer, otherwise, use 32bit index buffer.</param>
/// <param name="sharedHandle">The shared handle.</param>
/// <msdn-id>bb174357</msdn-id>
/// <unmanaged>HRESULT IDirect3DDevice9::CreateIndexBuffer([In] unsigned int Length,[In] unsigned int Usage,[In] D3DFORMAT Format,[In] D3DPOOL Pool,[Out, Fast] IDirect3DIndexBuffer9** ppIndexBuffer,[In] void** pSharedHandle)</unmanaged>
/// <unmanaged-short>IDirect3DDevice9::CreateIndexBuffer</unmanaged-short>
public IndexBuffer(Device device, int sizeInBytes, Usage usage, Pool pool, bool sixteenBit, ref IntPtr sharedHandle)
: base(IntPtr.Zero)
{
unsafe
{
fixed (void* pSharedHandle = &sharedHandle)
device.CreateIndexBuffer(sizeInBytes, (int)usage, sixteenBit ? Format.Index16 : Format.Index32, pool, this, (IntPtr)pSharedHandle);
}
}
开发者ID:alexey-bez,项目名称:SharpDX,代码行数:21,代码来源:IndexBuffer.cs
示例10: VertexBuffer
/// <summary>
/// Initializes a new instance of the <see cref="SharpDX.Direct3D9.VertexBuffer" /> class.
/// </summary>
/// <param name="device">The device that will be used to create the buffer.</param>
/// <param name="sizeInBytes">Size of the buffer, in bytes.</param>
/// <param name="usage">The requested usage of the buffer.</param>
/// <param name="format">The vertex format of the vertices in the buffer. If set to <see cref="SharpDX.Direct3D9.VertexFormat" />.None, the buffer will be a non-FVF buffer.</param>
/// <param name="pool">The memory class into which the resource will be placed.</param>
/// <param name="sharedHandle">The variable that will receive the shared handle for this resource.</param>
/// <remarks>This method is only available in Direct3D9 Ex.</remarks>
/// <msdn-id>bb174364</msdn-id>
/// <unmanaged>HRESULT IDirect3DDevice9::CreateVertexBuffer([In] unsigned int Length,[In] D3DUSAGE Usage,[In] D3DFVF FVF,[In] D3DPOOL Pool,[Out, Fast] IDirect3DVertexBuffer9** ppVertexBuffer,[In] void** pSharedHandle)</unmanaged>
/// <unmanaged-short>IDirect3DDevice9::CreateVertexBuffer</unmanaged-short>
public VertexBuffer(Device device, int sizeInBytes, Usage usage, VertexFormat format, Pool pool, ref IntPtr sharedHandle)
: base(IntPtr.Zero)
{
unsafe
{
sharedHandle = IntPtr.Zero;
fixed (void* pSharedHandle = &sharedHandle)
device.CreateVertexBuffer(sizeInBytes, usage, format, pool, this, new IntPtr(pSharedHandle));
}
}
开发者ID:numo16,项目名称:SharpDX,代码行数:23,代码来源:VertexBuffer.cs
示例11: CheckRequirements
/// <summary>
/// Checks texture-creation parameters.
/// </summary>
/// <param name="device">Device associated with the texture.</param>
/// <param name="size">Requested size of the texture. Null if </param>
/// <param name="mipLevelCount">Requested number of mipmap levels for the texture.</param>
/// <param name="usage">The requested usage for the texture.</param>
/// <param name="format">Requested format for the texture.</param>
/// <param name="pool">Memory class where the resource will be placed.</param>
/// <returns>A value type containing the proposed values to pass to the texture creation functions.</returns>
/// <unmanaged>HRESULT D3DXCheckCubeTextureRequirements([In] IDirect3DDevice9* pDevice,[InOut] unsigned int* pSize,[InOut] unsigned int* pNumMipLevels,[In] unsigned int Usage,[InOut] D3DFORMAT* pFormat,[In] D3DPOOL Pool)</unmanaged>
public static CubeTextureRequirements CheckRequirements(Device device, int size, int mipLevelCount, Usage usage, Format format, Pool pool)
{
var result = new CubeTextureRequirements
{
Size = size,
MipLevelCount = mipLevelCount,
Format = format
};
D3DX9.CheckCubeTextureRequirements(device, ref result.Size, ref result.MipLevelCount, (int)usage, ref result.Format, pool);
return result;
}
开发者ID:numo16,项目名称:SharpDX,代码行数:22,代码来源:CubeTexture.cs
示例12: BufferDescription
public BufferDescription(
int sizeInBytes,
Usage usage,
BindFlags bindFlags,
MiscFlags miscFlags,
ExtraFlags extraFlags,
int structureByteStide)
{
SizeInBytes = sizeInBytes;
Usage = usage;
BindFlags = bindFlags;
MiscFlags = miscFlags;
ExtraFlags = extraFlags;
StructureByteStride = structureByteStide;
}
开发者ID:Zulkir,项目名称:Beholder,代码行数:15,代码来源:BufferDescription.cs
示例13: TextureBase
protected TextureBase(DeviceContext context, int width, int height, int levelCount, Usage usage, Format format, Pool pool)
: base(context)
{
_size = new Vector2(width, height);
_width = width;
_height = height;
_levelCount = levelCount;
_usage = usage;
_format = format;
_pool = pool;
_texture = new Texture(context, width, height, levelCount, usage, format, pool);
#if DEBUG
Context.PerformanceMonitor.IncreaseLifetimeCounter(LifetimeCounters.TextureCount);
#endif
}
开发者ID:TormentedEmu,项目名称:OpenUO,代码行数:16,代码来源:TextureBase.cs
示例14: GetAttributesTextFor
public override IEnumerable<string> GetAttributesTextFor(FieldInfo field, Usage defaultUsage, ParsingPolicyAttribute[] parsingPolicies)
{
var res = new List<string>(base.GetAttributesTextFor(field, defaultUsage, parsingPolicies));
var fieldType = field.FieldType;
var renameRule = field.GetCustomAttribute<RenameAttribute>();
string fieldName = field.GetCustomAttribute<NameAttribute>()?.Name ?? field.Name;
if (!field.IsDefined<RefAttribute>())
{
if (field.IsPolymorphic())
{
Type attributeType = !fieldType.IsArray || field.IsDefined<InlineAttribute>() ? typeof(XmlElementAttribute) : typeof(XmlArrayItemAttribute);
foreach (var t in field.GetKnownSerializableTypes())
res.Add(GetItemAttributeText(attributeType, t, renameRule));
}
else if (
field.FieldType.IsArray &&
!field.IsDefined<ConverterAttribute>() &&
!field.IsDefined<ParserAttribute>() &&
!parsingPolicies.Any(p => p.CanParse(field.FieldType)))
{
Type attributeType = field.IsDefined<InlineAttribute>() ? typeof(XmlElementAttribute) : typeof(XmlArrayItemAttribute);
Type itemTypeName = field.FieldType.GetElementType();
res.Add(GetItemAttributeText(attributeType, itemTypeName, renameRule));
}
}
var rawFieldType = field.GetRawFieldType(parsingPolicies);
if (rawFieldType.IsSimple())
{
res.Add(AttributeBuilder.GetTextFor<XmlAttributeAttribute>(fieldName));
}
else if (!res.Any(a => a.Contains(nameof(XmlElementAttribute))))
{
if (rawFieldType.IsArray)
res.Add(AttributeBuilder.GetTextFor<XmlArrayAttribute>(fieldName));
else
res.Add(AttributeBuilder.GetTextFor<XmlElementAttribute>(fieldName));
}
if (field.IsDefined<HiddenAttribute>())
res.Add(AttributeBuilder.GetTextFor<XmlIgnoreAttribute>());
return res.Where(a => a != null);
}
开发者ID:lukyad,项目名称:Eco,代码行数:46,代码来源:XmlAttributesGenerator.cs
示例15: GetAttributesTextFor
public virtual IEnumerable<string> GetAttributesTextFor(FieldInfo field, Usage defaultUsage, ParsingPolicyAttribute[] parsingPolicies)
{
var result = new List<string>();
var fieldType = field.FieldType;
string usageAttribute = null;
bool isForcedUsage = defaultUsage == Usage.ForceRequired || defaultUsage == Usage.ForceOptional;
if (isForcedUsage)
{
if (defaultUsage == Usage.ForceRequired) usageAttribute = AttributeBuilder.GetTextFor<RequiredAttribute>();
else if (defaultUsage == Usage.ForceOptional) usageAttribute = AttributeBuilder.GetTextFor<OptionalAttribute>();
}
else if (fieldType.IsValueType && Nullable.GetUnderlyingType(field.FieldType) == null)
{
usageAttribute = AttributeBuilder.GetTextFor<RequiredAttribute>();
}
else if (Nullable.GetUnderlyingType(field.FieldType) != null)
{
usageAttribute = AttributeBuilder.GetTextFor<OptionalAttribute>();
}
else if (!field.IsDefined<RequiredAttribute>() && !field.IsDefined<OptionalAttribute>())
{
if (defaultUsage == Usage.Required) usageAttribute = AttributeBuilder.GetTextFor<RequiredAttribute>();
else if (defaultUsage == Usage.Optional) usageAttribute = AttributeBuilder.GetTextFor<OptionalAttribute>();
}
if (usageAttribute != null)
result.Add(usageAttribute);
var attributes = field.GetCustomAttributes().ToArray();
var attributesData = field.GetCustomAttributesData();
for (int i = 0; i < attributes.Length; i++)
{
// Skip any usage attributes, if field usage is forced by the calling method.
bool isUsageAttribute = attributes[i] is OptionalAttribute || attributes[i] is RequiredAttribute;
if (isForcedUsage && isUsageAttribute) continue;
// Get c# compatible attribute text.
string attributeText = CommonAttributeTranslator.Translate(attributes[i], attributesData[i], field);
if (attributeText != null)
result.Add(attributeText);
}
return result;
}
开发者ID:lukyad,项目名称:Eco,代码行数:41,代码来源:CommonAttributesGenerator.cs
示例16: WriteToR32F
public Texture WriteToR32F(Rectangle area, int numLevels, Usage usage, Pool pool)
{
// create texture
Texture tex = new Texture(device, area.Width, area.Height, numLevels, usage, Format.R32F, pool);
// fill with data
//TextureLoader.FillTexture(tex, new Fill2DTextureCallback(FillR32FTexture));
if (areaData == null || areaData.Length != area.Width * area.Height)
areaData = new double[area.Width * area.Height];
dataSource.Sample(area.Location, area.Size, ref areaData);
GraphicsStream gs = tex.LockRectangle(0, LockFlags.None);
for (int i = 0; i < areaData.Length; i++)
{
gs.Write((float)areaData[i]);
}
tex.UnlockRectangle(0);
return tex;
}
开发者ID:xuchuansheng,项目名称:GenXSource,代码行数:21,代码来源:TextureWriter.cs
示例17: CreateFromStream
/// <summary>
/// Creates a <see cref="CubeTexture"/> from a stream.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="stream">The stream.</param>
/// <param name="sizeBytes">The size bytes.</param>
/// <param name="size">The size.</param>
/// <param name="levelCount">The level count.</param>
/// <param name="usage">The usage.</param>
/// <param name="format">The format.</param>
/// <param name="pool">The pool.</param>
/// <param name="filter">The filter.</param>
/// <param name="mipFilter">The mip filter.</param>
/// <param name="colorKey">The color key.</param>
/// <param name="imageInformation">The image information.</param>
/// <param name="palette">The palette.</param>
/// <returns>A <see cref="CubeTexture"/></returns>
/// <unmanaged>HRESULT D3DXCreateCubeTextureFromFileInMemoryEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataSize,[In] unsigned int Size,[In] unsigned int MipLevels,[In] unsigned int Usage,[In] D3DFORMAT Format,[In] D3DPOOL Pool,[In] unsigned int Filter,[In] unsigned int MipFilter,[In] D3DCOLOR ColorKey,[Out] D3DXIMAGE_INFO* pSrcInfo,[Out, Buffer] PALETTEENTRY* pPalette,[In] IDirect3DCubeTexture9** ppCubeTexture)</unmanaged>
private static unsafe CubeTexture CreateFromStream(Device device, Stream stream, int sizeBytes, int size, int levelCount, Usage usage, Format format, Pool pool, Filter filter, Filter mipFilter, int colorKey, IntPtr imageInformation, PaletteEntry[] palette)
{
CubeTexture cubeTexture;
sizeBytes = sizeBytes == 0 ? (int)(stream.Length - stream.Position) : sizeBytes;
if (stream is DataStream)
{
cubeTexture = CreateFromPointer(
device,
((DataStream)stream).PositionPointer,
sizeBytes,
size,
levelCount,
usage,
format,
pool,
filter,
mipFilter,
colorKey,
imageInformation,
palette
);
}
else
{
var data = Utilities.ReadStream(stream);
fixed (void* pData = data)
cubeTexture = CreateFromPointer(
device,
(IntPtr)pData,
data.Length,
size,
levelCount,
usage,
format,
pool,
filter,
mipFilter,
colorKey,
imageInformation,
palette
);
}
stream.Position = sizeBytes;
return cubeTexture;
}
开发者ID:Ziriax,项目名称:SharpDX,代码行数:63,代码来源:CubeTexture.cs
示例18: CreateFromMemory
/// <summary>
/// Creates a <see cref="CubeTexture"/> from a stream.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="buffer">The buffer.</param>
/// <param name="size">The size.</param>
/// <param name="levelCount">The level count.</param>
/// <param name="usage">The usage.</param>
/// <param name="format">The format.</param>
/// <param name="pool">The pool.</param>
/// <param name="filter">The filter.</param>
/// <param name="mipFilter">The mip filter.</param>
/// <param name="colorKey">The color key.</param>
/// <param name="imageInformation">The image information.</param>
/// <param name="palette">The palette.</param>
/// <returns>
/// A <see cref="CubeTexture"/>
/// </returns>
/// <unmanaged>HRESULT D3DXCreateCubeTextureFromFileInMemoryEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataSize,[In] unsigned int Size,[In] unsigned int MipLevels,[In] unsigned int Usage,[In] D3DFORMAT Format,[In] D3DPOOL Pool,[In] unsigned int Filter,[In] unsigned int MipFilter,[In] D3DCOLOR ColorKey,[Out] D3DXIMAGE_INFO* pSrcInfo,[Out, Buffer] PALETTEENTRY* pPalette,[In] IDirect3DCubeTexture9** ppCubeTexture)</unmanaged>
private static unsafe CubeTexture CreateFromMemory(Device device, byte[] buffer, int size, int levelCount, Usage usage, Format format, Pool pool, Filter filter, Filter mipFilter, int colorKey, IntPtr imageInformation, PaletteEntry[] palette)
{
CubeTexture cubeTexture;
fixed (void* pBuffer = buffer)
cubeTexture = CreateFromPointer(
device,
(IntPtr)pBuffer,
buffer.Length,
size,
levelCount,
usage,
format,
pool,
filter,
mipFilter,
colorKey,
imageInformation,
palette
);
return cubeTexture;
}
开发者ID:Ziriax,项目名称:SharpDX,代码行数:40,代码来源:CubeTexture.cs
示例19: FromStream
/// <summary>
/// Creates a <see cref="CubeTexture"/> from a stream.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="stream">The stream.</param>
/// <param name="sizeBytes">The size bytes.</param>
/// <param name="size">The size.</param>
/// <param name="levelCount">The level count.</param>
/// <param name="usage">The usage.</param>
/// <param name="format">The format.</param>
/// <param name="pool">The pool.</param>
/// <param name="filter">The filter.</param>
/// <param name="mipFilter">The mip filter.</param>
/// <param name="colorKey">The color key.</param>
/// <param name="imageInformation">The image information.</param>
/// <param name="palette">The palette.</param>
/// <returns>
/// A <see cref="CubeTexture"/>
/// </returns>
/// <unmanaged>HRESULT D3DXCreateCubeTextureFromFileInMemoryEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataSize,[In] unsigned int Size,[In] unsigned int MipLevels,[In] unsigned int Usage,[In] D3DFORMAT Format,[In] D3DPOOL Pool,[In] unsigned int Filter,[In] unsigned int MipFilter,[In] D3DCOLOR ColorKey,[Out] D3DXIMAGE_INFO* pSrcInfo,[Out, Buffer] PALETTEENTRY* pPalette,[In] IDirect3DCubeTexture9** ppCubeTexture)</unmanaged>
public static unsafe CubeTexture FromStream(Device device, Stream stream, int sizeBytes, int size, int levelCount, Usage usage, Format format, Pool pool, Filter filter, Filter mipFilter, int colorKey, out ImageInformation imageInformation, out PaletteEntry[] palette)
{
palette = new PaletteEntry[256];
fixed (void* pImageInfo = &imageInformation)
return CreateFromStream(device, stream, sizeBytes, size, levelCount, usage, format, pool, filter, mipFilter, colorKey, (IntPtr)pImageInfo, palette);
}
开发者ID:Ziriax,项目名称:SharpDX,代码行数:26,代码来源:CubeTexture.cs
示例20: FromMemory
/// <summary>
/// Creates a <see cref="CubeTexture"/> from a memory buffer.
/// </summary>
/// <param name="device">The device.</param>
/// <param name="buffer">The buffer.</param>
/// <param name="size">The size.</param>
/// <param name="levelCount">The level count.</param>
/// <param name="usage">The usage.</param>
/// <param name="format">The format.</param>
/// <param name="pool">The pool.</param>
/// <param name="filter">The filter.</param>
/// <param name="mipFilter">The mip filter.</param>
/// <param name="colorKey">The color key.</param>
/// <param name="imageInformation">The image information.</param>
/// <returns>
/// A <see cref="CubeTexture"/>
/// </returns>
/// <unmanaged>HRESULT D3DXCreateCubeTextureFromFileInMemoryEx([In] IDirect3DDevice9* pDevice,[In] const void* pSrcData,[In] unsigned int SrcDataSize,[In] unsigned int Size,[In] unsigned int MipLevels,[In] unsigned int Usage,[In] D3DFORMAT Format,[In] D3DPOOL Pool,[In] unsigned int Filter,[In] unsigned int MipFilter,[In] D3DCOLOR ColorKey,[Out] D3DXIMAGE_INFO* pSrcInfo,[Out, Buffer] PALETTEENTRY* pPalette,[In] IDirect3DCubeTexture9** ppCubeTexture)</unmanaged>
public static unsafe CubeTexture FromMemory(Device device, byte[] buffer, int size, int levelCount, Usage usage, Format format, Pool pool, Filter filter, Filter mipFilter, int colorKey, out ImageInformation imageInformation)
{
fixed (void* pImageInfo = &imageInformation)
return CreateFromMemory(device, buffer, size, levelCount, usage, format, pool, filter, mipFilter, colorKey, (IntPtr)pImageInfo, null);
}
开发者ID:Ziriax,项目名称:SharpDX,代码行数:23,代码来源:CubeTexture.cs
注:本文中的Usage类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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