本文整理汇总了C#中Texture类的典型用法代码示例。如果您正苦于以下问题:C# Texture类的具体用法?C# Texture怎么用?C# Texture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。
Texture类属于命名空间,在下文中一共展示了Texture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: Terrain
public Terrain(Device device, String texture, int pitch, Renderer renderer)
{
HeightMap = new System.Drawing.Bitmap(@"Data/Textures/"+texture);
WaterShader = new WaterShader(device);
TerrainShader = new TerrainShader(device);
_width = HeightMap.Width-1;
_height = HeightMap.Height-1;
_pitch = pitch;
_terrainTextures = new ShaderResourceView[4];
_terrainTextures[0] = new Texture(device, "Sand.png").TextureResource;
_terrainTextures[1] = new Texture(device, "Grass.png").TextureResource;
_terrainTextures[2] = new Texture(device, "Ground.png").TextureResource;
_terrainTextures[3] = new Texture(device, "Rock.png").TextureResource;
_reflectionClippingPlane = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
_refractionClippingPlane = new Vector4(0.0f, -1.0f, 0.0f, 0.0f);
_noClippingPlane = new Vector4(0.0f, 1.0f, 0.0f, 10000);
_reflectionTexture = new RenderTexture(device, renderer.ScreenSize);
_refractionTexture = new RenderTexture(device, renderer.ScreenSize);
_renderer = renderer;
_bitmap = new Bitmap(device,_refractionTexture.ShaderResourceView,renderer.ScreenSize, new Vector2I(100, 100), 0);
_bitmap.Position = new Vector2I(renderer.ScreenSize.X - 100, 0);
_bitmap2 = new Bitmap(device, _reflectionTexture.ShaderResourceView, renderer.ScreenSize, new Vector2I(100, 100), 0);
_bitmap2.Position = new Vector2I(renderer.ScreenSize.X - 100, 120);
_bumpMap = _renderer.TextureManager.Create("OceanWater.png");
_skydome = new ObjModel(device, "skydome.obj", renderer.TextureManager.Create("Sky.png"));
BuildBuffers(device);
WaveTranslation = new Vector2(0,0);
}
开发者ID:ndech,项目名称:PlaneSimulator,代码行数:28,代码来源:Terrain.cs
示例2: AddEffect
public ParticleEffect AddEffect(ParticleEffectType type, Func<ParticleEffect, Location> start, Func<ParticleEffect, Location> end,
Func<ParticleEffect, float> fdata, float ttl, Location color, Location color2, bool fades, Texture texture, float salpha = 1)
{
ParticleEffect pe = new ParticleEffect(TheClient) { Type = type, Start = start, End = end, FData = fdata, TTL = ttl, O_TTL = ttl, Color = color, Color2 = color2, Alpha = salpha, Fades = fades, texture = texture };
ActiveEffects.Add(pe);
return pe;
}
开发者ID:Morphan1,项目名称:Voxalia,代码行数:7,代码来源:ParticleEngine.cs
示例3: DrawItem
public void DrawItem(OSDTexture item)
{
try
{
lock (_OSDLock)
{
if (item.texture != null && item.width > 0 && item.height > 0)
{
// todo: support 2 planes
if (_OSDTexture == null)
{
_OSDTexture = new Texture(item.texture);
}
}
else
{
_OSDTexture = null;
}
}
}
catch (Exception ex)
{
Log.Error(ex);
}
}
开发者ID:arangas,项目名称:MediaPortal-1,代码行数:25,代码来源:BDOSDRenderer.cs
示例4: Video
public Video(Form _form1_reference)
{
form1_reference = _form1_reference;
critical_failure = false;
Load_Window_Size();
if (!initialize_directx())
{
MessageBox.Show("problem with directx initialization");
fatal_error = true;
return;
}
try
{
texture = new Texture(device, 256, 256, 1, Usage.Dynamic, Format.A8R8G8B8, Pool.Default);
data_copy = new int[256 * 256];
}
catch (Direct3D9Exception e)
{
MessageBox.Show("Gameboy Revolution failed to create rendering surface. \nPlease report this error. \n\nDirectX Error:\n" + e.ToString(), "Error!", MessageBoxButtons.OK);
fatal_error = true;
return;
}
setup_screen();
setup_colors();
}
开发者ID:hatori,项目名称:GameBoy-Revolution,代码行数:29,代码来源:Video.cs
示例5: Start
void Start() {
playerLabel.text = "Player Diconnected";
defaulttexture = avatar.GetComponent<Renderer>().material.mainTexture;
//listen for GooglePlayConnection events
GooglePlayConnection.instance.addEventListener (GooglePlayConnection.PLAYER_CONNECTED, OnPlayerConnected);
GooglePlayConnection.instance.addEventListener (GooglePlayConnection.PLAYER_DISCONNECTED, OnPlayerDisconnected);
GooglePlayConnection.instance.addEventListener(GooglePlayConnection.CONNECTION_RESULT_RECEIVED, OnConnectionResult);
//listen for GooglePlayManager events
GooglePlayManager.instance.addEventListener (GooglePlayManager.ACHIEVEMENT_UPDATED, OnAchivmentUpdated);
GooglePlayManager.instance.addEventListener (GooglePlayManager.SCORE_SUBMITED, OnScoreSubmited);
GooglePlayManager.instance.addEventListener (GooglePlayManager.SEND_GIFT_RESULT_RECEIVED, OnGiftResult);
GooglePlayManager.instance.addEventListener (GooglePlayManager.PENDING_GAME_REQUESTS_DETECTED, OnPendingGiftsDetected);
GooglePlayManager.instance.addEventListener (GooglePlayManager.GAME_REQUESTS_ACCEPTED, OnGameRequestAccepted);
GooglePlayManager.instance.addEventListener (GooglePlayManager.AVALIABLE_DEVICE_ACCOUNT_LOADED, OnAccsLoaded);
GooglePlayManager.instance.addEventListener (GooglePlayManager.OAUTH_TOCKEN_LOADED, OnToeknLoaded);
if(GooglePlayConnection.state == GPConnectionState.STATE_CONNECTED) {
//checking if player already connected
OnPlayerConnected ();
}
}
开发者ID:minh3d,项目名称:TestCB,代码行数:32,代码来源:PlayServiceExample.cs
示例6: CreateSpriteMetaDataArray
static SpriteMetaData[] CreateSpriteMetaDataArray(
Texture texture,
int horizontalCount,
int verticalCount)
{
float spriteWidth = texture.width / horizontalCount;
float spriteHeight = texture.height / verticalCount;
return Enumerable
.Range(0, horizontalCount * verticalCount)
.Select(index =>
{
int x = index % horizontalCount;
int y = index / horizontalCount;
return new SpriteMetaData
{
name = string.Format("{0}_{1}", texture.name, index),
rect = new Rect(
x: spriteWidth * x,
y: texture.height - spriteHeight * (y + 1),
width: spriteWidth,
height: spriteHeight)
};
})
.ToArray();
}
开发者ID:RyotaMurohoshi,项目名称:character_animator_creator,代码行数:27,代码来源:SpriteDivider.cs
示例7: SetOverride
static public void SetOverride(
Texture front = null,
Texture back = null,
Texture left = null,
Texture right = null,
Texture top = null,
Texture bottom = null )
{
var compositor = OpenVR.Compositor;
if (compositor != null)
{
var handles = new Texture[] { front, back, left, right, top, bottom };
var textures = new Texture_t[6];
for (int i = 0; i < 6; i++)
{
textures[i].handle = (handles[i] != null) ? handles[i].GetNativeTexturePtr() : System.IntPtr.Zero;
textures[i].eType = SteamVR.instance.graphicsAPI;
textures[i].eColorSpace = EColorSpace.Auto;
}
var error = compositor.SetSkyboxOverride(textures);
if (error != EVRCompositorError.None)
{
Debug.LogError("Failed to set skybox override with error: " + error);
if (error == EVRCompositorError.TextureIsOnWrongDevice)
Debug.Log("Set your graphics driver to use the same video card as the headset is plugged into for Unity.");
else if (error == EVRCompositorError.TextureUsesUnsupportedFormat)
Debug.Log("Ensure skybox textures are not compressed and have no mipmaps.");
}
}
}
开发者ID:RoBorg,项目名称:nyan,代码行数:30,代码来源:SteamVR_Skybox.cs
示例8: CreateTexture
protected override void CreateTexture()
{
if (ControlTexture != null && !ControlTexture.Disposed && Size != TextureSize)
ControlTexture.Dispose();
if (ControlTexture == null || ControlTexture.Disposed)
{
DXManager.ControlList.Add(this);
ControlTexture = new Texture(DXManager.Device, Size.Width, Size.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
ControlTexture.Disposing += ControlTexture_Disposing;
TextureSize = Size;
}
Surface oldSurface = DXManager.CurrentSurface;
Surface surface = ControlTexture.GetSurfaceLevel(0);
DXManager.SetSurface(surface);
DXManager.Device.Clear(ClearFlags.Target, BackColour, 0, 0);
BeforeDrawControl();
DrawChildControls();
AfterDrawControl();
DXManager.Sprite.Flush();
DXManager.SetSurface(oldSurface);
TextureValid = true;
surface.Dispose();
}
开发者ID:Pete107,项目名称:Mir2,代码行数:31,代码来源:MirScene.cs
示例9: InitializeGraphics
public static bool InitializeGraphics(Control handle)
{
try
{
presentParams.Windowed = true;
presentParams.SwapEffect = SwapEffect.Discard;
presentParams.EnableAutoDepthStencil = true;
presentParams.AutoDepthStencilFormat = DepthFormat.D16;
device = new Device(0, DeviceType.Hardware, handle, CreateFlags.SoftwareVertexProcessing, presentParams);
CamDistance = 10;
Mat = new Material();
Mat.Diffuse = Color.White;
Mat.Specular = Color.LightGray;
Mat.SpecularSharpness = 15.0F;
device.Material = Mat;
string loc = Path.GetDirectoryName(Application.ExecutablePath);
DefaultTex = TextureLoader.FromFile(device, loc + "\\exec\\Default.bmp");
CreateCoordLines();
init = true;
return true;
}
catch (DirectXException)
{
return false;
}
}
开发者ID:CreeperLava,项目名称:ME3Explorer,代码行数:26,代码来源:Renderer.cs
示例10: ToSerializableVersion
/// <summary>
/// Creates a fake <see cref="Texture"/> that will have the given serialized data version.
/// </summary>
/// <param name="image">The image.</param>
/// <returns></returns>
public static Texture ToSerializableVersion(this Image image)
{
var texture = new Texture();
texture.SetSerializationData(image);
return texture;
}
开发者ID:releed,项目名称:paradox,代码行数:12,代码来源:GraphicsSerializerExtensions.cs
示例11: Update
// Update is called once per frame
void Update()
{
int x = (int) Input.mousePosition.x;
int y = (int) Input.mousePosition.y;
bool overCredits = (x > (creditsCoords[0] * Screen.width) && x < (creditsCoords[1] * Screen.width) && y > (creditsCoords[2] * Screen.height) && y < (creditsCoords[3] * Screen.height));
Debug.Log("Position! " + Input.mousePosition.x + ", " + Input.mousePosition.y);
if(overCredits){
buttonTexture = buttonTexture2;
}
else
buttonTexture = backTexture;
if(Input.GetButtonDown("Fire1")){ //Left click
//Credits Screen
if(overCredits){
Application.LoadLevel("CharacterSelection");
}
}
else{
}
}
开发者ID:DanOpdyke,项目名称:SpitfinityDan-v2,代码行数:26,代码来源:CreditScreenScript.cs
示例12: TexturedExtensibleRectangle
public TexturedExtensibleRectangle(IContext context, Vector2I size, Texture texture, int fixedBorderRadius)
{
DeviceContext = context.DirectX.DeviceContext;
_shader = context.Shaders.Get<TextureShader>();
_texture = texture;
_fixedBorderRadius = fixedBorderRadius;
const int vertexCount = 16;
_vertices = new VertexDefinition.PositionTexture[vertexCount];
VertexBuffer = Buffer.Create(context.DirectX.Device, _vertices,
new BufferDescription
{
Usage = ResourceUsage.Dynamic,
SizeInBytes = Utilities.SizeOf<VertexDefinition.PositionTexture>() * vertexCount,
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.Write,
OptionFlags = ResourceOptionFlags.None,
StructureByteStride = 0
});
IndexCount = 54;
uint[] indices = new uint[IndexCount];
for(uint i=0; i< 3; i++)
for (uint j = 0; j < 3; j++)
{
indices[(i * 3 + j) * 6] = (i + 1) * 4 + j + 1;
indices[(i * 3 + j) * 6 + 1] = i * 4 + j + 1;
indices[(i * 3 + j) * 6 + 2] = i * 4 + j;
indices[(i * 3 + j) * 6 + 3] = (i + 1) * 4 + j;
indices[(i * 3 + j) * 6 + 4] = (i + 1) * 4 + j + 1;
indices[(i * 3 + j) * 6 + 5] = i * 4 + j;
}
IndexBuffer = Buffer.Create(context.DirectX.Device, BindFlags.IndexBuffer, indices);
Size = size;
}
开发者ID:ndech,项目名称:Alpha,代码行数:35,代码来源:TexturedExtensibleRectangle.cs
示例13: textureList
public override IsoDecoration[] textureList(Texture match)
{
if (!lists.ContainsKey (match))
regenerate (match);
return lists [match].ToArray ();
}
开发者ID:nvidiosin,项目名称:isoAbbeyTFG,代码行数:7,代码来源:DecorationManager.cs
示例14: Load
public override void Load(XmlNode xnode)
{
type = LocalType.Get(xnode.Name);
texture = new Texture();
name = MyXml.GetString(xnode, "name");
variations = MyXml.GetInt(xnode, "variations", 1);
maxHP = MyXml.GetInt(xnode, "hp");
damage = MyXml.GetInt(xnode, "damage");
attack = MyXml.GetInt(xnode, "attack");
defence = MyXml.GetInt(xnode, "defence");
armor = MyXml.GetInt(xnode, "armor");
movementTime = MyXml.GetFloat(xnode, "movementTime");
attackTime = MyXml.GetFloat(xnode, "attackTime");
isWalkable = MyXml.GetBool(xnode, "walkable");
isFlat = MyXml.GetBool(xnode, "flat");
if (xnode.Name == "Thing") isWalkable = true;
string s = MyXml.GetString(xnode, "type");
if (s != "") creatureType = CreatureType.Get(s);
s = MyXml.GetString(xnode, "corpse");
if (creatureType != null && (creatureType.name == "Animal" || creatureType.name == "Sentient")) s = "Blood";
if (s != "") corpse = Get(s);
s = MyXml.GetString(xnode, "onDeath");
if (creatureType != null && creatureType.name == "Animal") s = "Large Chunk of Meat";
if (s != "") onDeath = ItemShape.Get(s);
for (xnode = xnode.FirstChild; xnode != null; xnode = xnode.NextSibling)
abilities.Add(BigBase.Instance.abilities.Get(MyXml.GetString(xnode, "name")));
}
开发者ID:mxgmn,项目名称:GENW,代码行数:33,代码来源:LocalShape.cs
示例15: Start
void Start() {
playerLabel.text = "Player Disconnected";
defaulttexture = avatar.GetComponent<Renderer>().material.mainTexture;
//listen for GooglePlayConnection events
GooglePlayInvitationManager.ActionInvitationReceived += OnInvite;
GooglePlayInvitationManager.ActionInvitationAccepted += ActionInvitationAccepted;
GooglePlayRTM.ActionRoomCreated += OnRoomCreated;
GooglePlayConnection.ActionPlayerConnected += OnPlayerConnected;
GooglePlayConnection.ActionPlayerDisconnected += OnPlayerDisconnected;
GooglePlayConnection.ActionConnectionResultReceived += OnConnectionResult;
if(GooglePlayConnection.State == GPConnectionState.STATE_CONNECTED) {
//checking if player already connected
OnPlayerConnected ();
}
//networking event
GooglePlayRTM.ActionDataRecieved += OnGCDataReceived;
}
开发者ID:sonxoans2,项目名称:Tap-Rotate,代码行数:26,代码来源:RTM_Game_Example.cs
示例16: OnMessage
public override bool OnMessage(GUIMessage message)
{
switch (message.Message)
{
case GUIMessage.MessageType.GUI_MSG_WINDOW_INIT:
{
base.OnMessage(message);
Update();
return true;
}
case GUIMessage.MessageType.GUI_MSG_WINDOW_DEINIT:
{
if (m_pTexture != null)
{
m_pTexture.Dispose();
}
m_pTexture = null;
base.OnMessage(message);
// Fix for Mantis issue: 0001709: Background not correct after viewing pictures properties twice
Restore();
return true;
}
}
return base.OnMessage(message);
}
开发者ID:arangas,项目名称:MediaPortal-1,代码行数:25,代码来源:GUIDialogExif.cs
示例17: Start
// Use this for initialization
void Start()
{
currTime = 0;
isBubbleVisible = false;
defaultTimeToDisplaySpeechBubble = 3;
speechBubble = (Texture)Resources.Load("speech_bubble");
}
开发者ID:CG-F15-20-Rutgers,项目名称:UnityProjects,代码行数:8,代码来源:SpeechBubbleController.cs
示例18: Engine_Picture
public Engine_Picture(string fileName, Color colorKey)
{
ImageInformation imageInformation = TextureLoader.ImageInformationFromFile(Engine_Game.PicturesPath + fileName);
m_Width = imageInformation.Width;
m_Height = imageInformation.Height;
m_Texture = TextureLoader.FromFile(Engine_Game.Device, Engine_Game.PicturesPath + fileName, 0, 0, 1, Usage.None, Format.Unknown, Pool.Managed, Filter.None, Filter.None, colorKey.ToArgb());
}
开发者ID:unk1nd,项目名称:US_AirForce,代码行数:7,代码来源:engine_picture.cs
示例19: Start
// Use this for initialization
void Start ()
{
_animator = GetComponent<Animator>();
_charCtrl = GetComponent<CharacterController>();
m_AudioSource = GetComponent<AudioSource>();
currTexture = myBody.GetComponent<SkinnedMeshRenderer> ().material.mainTexture;
}
开发者ID:kamilion,项目名称:UNETMovement,代码行数:8,代码来源:LocomotionPlayer.cs
示例20: LoadContent
protected override async Task LoadContent()
{
await base.LoadContent();
var view = Matrix.LookAtRH(new Vector3(2,2,2), new Vector3(0, 0, 0), Vector3.UnitY);
var projection = Matrix.PerspectiveFovRH((float)Math.PI / 4.0f, (float)GraphicsDevice.BackBuffer.ViewWidth / GraphicsDevice.BackBuffer.ViewHeight, 0.1f, 100.0f);
worldViewProjection = Matrix.Multiply(view, projection);
geometry = GeometricPrimitive.Cube.New(GraphicsDevice);
simpleEffect = new Effect(GraphicsDevice, SpriteEffect.Bytecode);
parameterCollection = new ParameterCollection();
parameterCollectionGroup = new EffectParameterCollectionGroup(GraphicsDevice, simpleEffect, new[] { parameterCollection });
parameterCollection.Set(TexturingKeys.Texture0, UVTexture);
// TODO DisposeBy is not working with device reset
offlineTarget0 = Texture.New2D(GraphicsDevice, 512, 512, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this);
offlineTarget1 = Texture.New2D(GraphicsDevice, 512, 512, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this);
offlineTarget2 = Texture.New2D(GraphicsDevice, 512, 512, PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget).DisposeBy(this);
depthBuffer = Texture.New2D(GraphicsDevice, 512, 512, PixelFormat.D16_UNorm, TextureFlags.DepthStencil).DisposeBy(this);
width = GraphicsDevice.BackBuffer.ViewWidth;
height = GraphicsDevice.BackBuffer.ViewHeight;
}
开发者ID:Powerino73,项目名称:paradox,代码行数:25,代码来源:TestRenderToTexture.cs
注:本文中的Texture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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