Texture.LockRectangle Method |
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Locks a rectangle on a texture resource.
Visual Basic Public Function LockRectangle( _
ByVal typeLock As Type, _
ByVal level As Integer, _
ByVal flags As LockFlags, _
ByVal ranks() As Integer _
) As ArrayC# public Array LockRectangle(
Type typeLock,
int level,
LockFlags flags,
int[] ranks
);C++ public:
Array^ LockRectangle(
Type^ typeLock,
int level,
LockFlags flags,
array<int>^ ranks
);JScript public function LockRectangle(
typeLock : Type,
level : int,
flags : LockFlags,
ranks : int[]
) : Array;
typeLock System.Type
A Type object that indicates the type of data to return. This can be a value type or any type that contains only value types.level System.Int32
A level of the texture resource to lock.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.ranks System.Int32[]
Array of one to three Int32 values that indicate the dimensions of the returning Array .
System.Array
An Array 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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