private void SetTextureInSeperateThread(SlimDX.Direct3D10.Device device, ShaderHelper helper)
 {
     updateRequired = false;
     if (this.TextureMipMaps == null || this.TextureMipMaps.Length < 1)
     {
         return;
     }
     Image[] clones = new Image[this.mipmaps.Length];
     for (int i = 0; i < mipmaps.Length; i++)
     {
         clones[i] = mipmaps[i].Clone() as Image;
     }
     BackgroundWorker worker = new BackgroundWorker();
     worker.DoWork += (o, e) =>
     {
         Image [] img = e.Argument as Image[];
         try
         {
             if (TextureIndex >= 0 && img != null)
             {
                 byte[] bytes = ImageConverter.ConvertImageToBytes(img[0]);
                 SlimDX.Direct3D10.Texture2D tex = ImageConverter.ConvertBytesToTexture2D(device, bytes);
                 helper.TextureSet[TextureIndex].TextureImage = tex;
                 foreach(Image i in img) i.Dispose();
                 img = null;
             }
         }
         catch (SlimDX.Direct3D10.Direct3D10Exception) { }
     };
     worker.RunWorkerCompleted += (o, e) => { worker.Dispose(); };
     worker.RunWorkerAsync(clones);
 }
Beispiel #2
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        public virtual void Render(Device device, ShaderHelper shaderHelper)
        {
            if (vertexBuffer != null && Topology != PrimitiveTopology.Undefined)
            {
                device.InputAssembler.SetInputLayout(vertexLayout);
                device.InputAssembler.SetPrimitiveTopology(Topology);

                device.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, Marshal.SizeOf(typeof(Vertex)), 0));
                if (indexBuffer != null)
                    device.InputAssembler.SetIndexBuffer(indexBuffer, Format.R32_UInt, 0);

                shaderHelper.ConstantBufferSet.World = World;
                shaderHelper.ConstantBufferSet.LocalRotation = RotationMatrix;
                shaderHelper.ConstantBufferSet.TextureIndex = TextureIndex;
                shaderHelper.ApplyEffects();

                if (indexBuffer != null)
                    device.DrawIndexed(Vertices.NumElements, 0, 0);
                else
                {
                    device.Draw(Vertices.NumElements, 0);
                }
            }
        }
 public override void Render(SlimDX.Direct3D10.Device device, ShaderHelper shaderHelper)
 {
     if (updateRequired)
     {
         SetTextureInSeperateThread(device, shaderHelper);
     }
     base.Render(device, shaderHelper);
 }