CubeTexture.LockRectangle Method

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Locks a rectangle on a cube texture resource.

Overload List

public GraphicsStream LockRectangle(CubeMapFace, int, LockFlags);
public GraphicsStream LockRectangle(CubeMapFace, int, LockFlags, out int);
public GraphicsStream LockRectangle(CubeMapFace, int, Rectangle, LockFlags);
public GraphicsStream LockRectangle(CubeMapFace, int, Rectangle, LockFlags, out int);
public Array LockRectangle(Type, CubeMapFace, int, LockFlags, out int, int[]);
public Array LockRectangle(Type, CubeMapFace, int, LockFlags, int[]);
public Array LockRectangle(Type, CubeMapFace, int, Rectangle, LockFlags, out int, int[]);
public Array LockRectangle(Type, CubeMapFace, int, Rectangle, LockFlags, int[]);

Remarks

For performance reasons, dirty regions are recorded only for level 0 of a texture. Dirty regions are automatically recorded when CubeTexture.LockRectangle is called without NoDirtyUpdate or ReadOnly. For more information, see Device.UpdateTexture.

Cube textures created with Default are not lockable. Cube textures created in video memory are lockable when created with Usage.Dynamic. For more information about usages, see Dynamic.

The only lockable format for a depth stencil texture is Format.D16Lockable.

See Also


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