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TextureExtensions.cs
Go to the documentation of this file.
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// Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
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// This file is distributed under GPL v3. See LICENSE.md for details.
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using
System.IO;
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using
SiliconStudio.Paradox.Graphics;
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namespace
SiliconStudio.
Paradox
.UI
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{
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/// <summary>
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/// Extension methods for <see cref="Texture"/>
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/// </summary>
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internal
static
class
TextureExtensions
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{
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/// <summary>
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/// Creates a 2D texture from an image file data (png, dds, ...).
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/// </summary>
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/// <param name="graphicsDevice">The graphics device in which to create the texture</param>
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/// <param name="data">The image file data</param>
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/// <returns>A 2D texture</returns>
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public
static
Texture2D
CreateTextureFromFileData(
GraphicsDevice
graphicsDevice, byte[] data)
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{
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Texture2D
result;
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{
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using
(var imageStream =
new
MemoryStream(data))
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{
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using
(var image = Image.Load(imageStream))
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result = Texture2D.New(graphicsDevice, image);
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}
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}
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result.Reload = graphicsResource =>
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{
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using
(var imageStream =
new
MemoryStream(data))
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{
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using
(var image = Image.Load(imageStream))
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((
Texture2D
)graphicsResource).Recreate(image.ToDataBox());
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}
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};
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return
result;
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}
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}
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}
SiliconStudio.Paradox.Graphics.GraphicsDevice
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
Definition:
GraphicsDevice.cs:15
SiliconStudio.Paradox.Graphics.Texture2D
A Texture 2D frontend to SharpDX.Direct3D11.Texture2D.
Definition:
Texture2D.cs:37
SiliconStudio.Paradox.Graphics.Paradox
Paradox image file.
sources
engine
SiliconStudio.Paradox.UI
TextureExtensions.cs
Generated on Sat Dec 20 2014 21:52:05 for Paradox Game Engine by
1.8.7