internal static D2DBitmap LoadBitmapFromFile( RenderTarget renderTarget, ImagingFactory wicFactory, string fileName) { BitmapDecoder decoder = wicFactory.CreateDecoderFromFileName(fileName, DesiredAccess.Read, DecodeMetadataCacheOption.OnLoad); return CreateBitmapFromDecoder(renderTarget, wicFactory, decoder); }
internal static D2DBitmap LoadBitmapFromFile( RenderTarget renderTarget, ImagingFactory wicFactory, string fileName) { BitmapDecoder decoder = wicFactory.CreateDecoderFromFileName(fileName, DesiredAccess.Read, DecodeMetadataCacheOption.OnLoad); return(CreateBitmapFromDecoder(renderTarget, wicFactory, decoder)); }
/// <summary> /// Creates a ShaderResourceView from a bitmap in a file. /// </summary> /// <param name="device">The Direct3D device that will own the ShaderResourceView</param> /// <param name="filePath">Any Windows Imaging Component decodable image</param> /// <returns>A ShaderResourceView object with the loaded texture.</returns> public static ShaderResourceView LoadTexture(D3DDevice device, String filePath) { ImagingFactory factory = ImagingFactory.Create(); BitmapDecoder bitmapDecoder = factory.CreateDecoderFromFileName( filePath, DesiredAccess.Read, DecodeMetadataCacheOption.OnDemand); return(LoadFromDecoder(device, factory, bitmapDecoder)); }