Texture.LockRectangle Method |
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Locks a rectangle on a texture resource.
Visual Basic Public Function LockRectangle( _
ByVal level As Integer, _
ByVal rect As Rectangle, _
ByVal flags As LockFlags, _
ByRef pitch As Integer _
) As GraphicsStreamC# public GraphicsStream LockRectangle(
int level,
Rectangle rect,
LockFlags flags,
out int pitch
);C++ public:
GraphicsStream^ LockRectangle(
int level,
Rectangle rect,
LockFlags flags,
[Out] int% pitch
);JScript public function LockRectangle(
level : int,
rect : Rectangle,
flags : LockFlags,
pitch : int
) : GraphicsStream;
level System.Int32
A level of the texture resource to lock.rect System.Drawing.Rectangle
A Rectangle to lock. To expand the dirty region to cover the entire texture, omit this parameter.flags Microsoft.DirectX.Direct3D.LockFlags
Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are Discard, NoDirtyUpdate, NoSystemLock, and ReadOnly. For a description of the flags, see LockFlags.pitch System.Int32
Pitch of the returning data.
Microsoft.DirectX.GraphicsStream
A GraphicsStream object that describes the locked region.
Textures created with Pool.Default are not lockable. Textures created in video memory are lockable when created with Usage.Dynamic. For more information about usages, see Usage.
For performance reasons, dirty regions are recorded only for level 0 of a texture. Dirty regions are automatically recorded when Texture.LockRectangle is called without Lock.NoDirtyUpdate or Lock.ReadOnly. For more information, see Device.UpdateTexture.
The only lockable format for a depth stencil texture is Format.D16Lockable.
Video memory textures cannot be locked, but must be modified by calling Device.UpdateSurface or Device.UpdateTexture. There are exceptions for some proprietary driver pixel formats that Microsoft DirectX 9.0 does not recognize. These can be locked.
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