TextureLoader.FromStream Method |
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Creates a texture from a file in memory.
Visual Basic Public Shared Function FromStream( _
ByVal device As Device, _
ByVal stream As Stream, _
ByVal readBytes As Integer, _
ByVal width As Integer, _
ByVal height As Integer, _
ByVal mipLevels As Integer, _
ByVal usage As Usage, _
ByVal format As Format, _
ByVal pool As Pool, _
ByVal filter As Filter, _
ByVal mipFilter As Filter, _
ByVal colorKey As Integer _
) As TextureC# public static Texture FromStream(
Device device,
Stream stream,
int readBytes,
int width,
int height,
int mipLevels,
Usage usage,
Format format,
Pool pool,
Filter filter,
Filter mipFilter,
int colorKey
);C++ public:
static Texture^ FromStream(
Device^ device,
Stream^ stream,
int readBytes,
int width,
int height,
int mipLevels,
Usage usage,
Format format,
Pool pool,
Filter filter,
Filter mipFilter,
int colorKey
);JScript public static function FromStream(
device : Device,
stream : Stream,
readBytes : int,
width : int,
height : int,
mipLevels : int,
usage : Usage,
format : Format,
pool : Pool,
filter : Filter,
mipFilter : Filter,
colorKey : int
) : Texture;
device Microsoft.DirectX.Direct3D.Device
A Device object that represents the device to associate with the texture.stream System.IO.Stream
A Stream from which to create the texture. See Remarks.readBytes System.Int32
Size, in bytes, of the file in memory.width System.Int32
Width in pixels. If this value is 0, the dimensions are taken from the file.height System.Int32
Height in pixels. If this value is 0, the dimensions are taken from the file.mipLevels System.Int32
Number of mip levels requested. If this value is 0, a complete mipmap chain is created.usage Microsoft.DirectX.Direct3D.Usage
Zero or Usage.RenderTarget, or Usage.Dynamic. Setting this flag to Usage.RenderTarget indicates that the surface will be used as a render target. The resource can then be passed to the param_Surface_renderTarget parameter of the Device.SetRenderTarget method. If Usage.RenderTarget is specified, the application should determine whether the device supports this operation by calling Manager.CheckDeviceFormat. The Usage.Dynamic value indicates that the surface should be handled dynamically.format Microsoft.DirectX.Direct3D.Format
Member of the Format enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by param_Format_format. Applications should check the format of the returned cube texture. If param_Format_format is Unknown, the format is taken from the file.pool Microsoft.DirectX.Direct3D.Pool
Member of the Pool enumerated type that describes the memory class into which the cube texture should be placed.filter Microsoft.DirectX.Direct3D.Filter
One or more Filter flags that control how the image is filtered.mipFilter Microsoft.DirectX.Direct3D.Filter
One or more Filter flags that control how the mipmaps are filtered.colorKey System.Int32
An Int32 value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.
Microsoft.DirectX.Direct3D.Texture
A Texture object that represents the created texture object.
This method supports the following file formats: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga.
Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value. InvalidDataException The data is invalid. NotAvailableException This device does not support the queried technique. OutOfVideoMemoryException Microsoft Direct3D does not have enough display memory to perform the operation. OutOfMemoryException Direct3D could not allocate sufficient memory to complete the call.
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