Internal_Create() private method

private Internal_Create ( [ mono, int width, int height, int depth, TextureFormat format, bool mipmap ) : void
mono [
width int
height int
depth int
format TextureFormat
mipmap bool
return void
Ejemplo n.º 1
0
        public Texture3D(int width, int height, int depth, GraphicsFormat format, TextureCreationFlags flags, int mipCount)
        {
            bool flag = !base.ValidateFormat(format, FormatUsage.Sample);

            if (!flag)
            {
                Texture3D.ValidateIsNotCrunched(flags);
                Texture3D.Internal_Create(this, width, height, depth, mipCount, format, flags, IntPtr.Zero);
            }
        }
Ejemplo n.º 2
0
        public Texture3D(int width, int height, int depth, TextureFormat textureFormat, int mipCount, IntPtr nativeTex)
        {
            bool flag = !base.ValidateFormat(textureFormat);

            if (!flag)
            {
                GraphicsFormat       graphicsFormat       = GraphicsFormatUtility.GetGraphicsFormat(textureFormat, false);
                TextureCreationFlags textureCreationFlags = (mipCount != 1) ? TextureCreationFlags.MipChain : TextureCreationFlags.None;
                bool flag2 = GraphicsFormatUtility.IsCrunchFormat(textureFormat);
                if (flag2)
                {
                    textureCreationFlags |= TextureCreationFlags.Crunch;
                }
                Texture3D.ValidateIsNotCrunched(textureCreationFlags);
                Texture3D.Internal_Create(this, width, height, depth, mipCount, graphicsFormat, textureCreationFlags, nativeTex);
            }
        }
Ejemplo n.º 3
0
 /// <summary>
 ///   <para>Create a new empty 3D Texture.</para>
 /// </summary>
 /// <param name="width">Width of texture in pixels.</param>
 /// <param name="height">Height of texture in pixels.</param>
 /// <param name="depth">Depth of texture in pixels.</param>
 /// <param name="format">Texture data format.</param>
 /// <param name="mipmap">Should the texture have mipmaps?</param>
 public Texture3D(int width, int height, int depth, TextureFormat format, bool mipmap)
 {
     Texture3D.Internal_Create(this, width, height, depth, format, mipmap);
 }