Paradox Game Engine  v1.0.0 beta06
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TextureCube.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 namespace SiliconStudio.Paradox.Graphics
5 {
6  public partial class TextureCube
7  {
8  internal TextureCube(GraphicsDevice device, TextureDescription description2D, params DataBox[] dataBoxes) : base(device, description2D, dataBoxes)
9  {
10  }
11 
12  internal TextureCube(GraphicsDevice device, TextureDescription description2D) : base(device, description2D, null)
13  {
14  }
15 
16  internal TextureCube(GraphicsDevice device, TextureCube texture)
17  : base(device, texture)
18  {
19  }
20 
21  public override Texture ToTexture(ViewType viewType, int arraySlice, int mipMapSlice)
22  {
23  throw new System.NotImplementedException();
24  }
25  }
26 }
27 #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 a CubeMap.