Paradox Game Engine  v1.0.0 beta06
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Texture2D.Null.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 #if SILICONSTUDIO_PARADOX_GRAPHICS_API_NULL
4 using System;
5 
6 namespace SiliconStudio.Paradox.Graphics
7 {
8  public partial class Texture2D
9  {
10  protected Texture2D(GraphicsDevice device, TextureDescription description2D, DataBox[] dataBoxes = null)
11  : base(device, description2D, dataBoxes)
12  {
13  }
14 
15  protected Texture2D(GraphicsDevice device, Texture2D texture)
16  : base(device, texture)
17  {
18  }
19 
20  public override Texture ToTexture(ViewType viewType, int arraySlice, int mipMapSlice)
21  {
22  throw new NotImplementedException();
23  }
24 
25  public Texture2D ToDepthTextureCompatible()
26  {
27  throw new NotImplementedException();
28  }
29 
30  public DepthStencilBuffer ToDepthStencilBuffer(bool isReadOnly)
31  {
32  throw new NotImplementedException();
33  }
34  }
35 }
36 
37 #endif
ViewType
Defines how a view is selected from a resource.
Definition: ViewType.cs:31
Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve perfor...
The texture dimension is 2D.