internal static D2DBitmap LoadBitmapFromStream( RenderTarget renderTarget, ImagingFactory wicFactory, Stream ioStream) { BitmapDecoder decoder = wicFactory.CreateDecoderFromStream(ioStream, DecodeMetadataCacheOption.OnLoad); return CreateBitmapFromDecoder(renderTarget, wicFactory, decoder); }
internal static D2DBitmap LoadBitmapFromStream( RenderTarget renderTarget, ImagingFactory wicFactory, Stream ioStream) { BitmapDecoder decoder = wicFactory.CreateDecoderFromStream(ioStream, DecodeMetadataCacheOption.OnLoad); return(CreateBitmapFromDecoder(renderTarget, wicFactory, decoder)); }
/// <summary> /// Creates a ShaderResourceView from a bitmap in a Stream. /// </summary> /// <param name="device">The Direct3D device that will own the ShaderResourceView</param> /// <param name="stream">Any Windows Imaging Component decodable image</param> /// <returns>A ShaderResourceView object with the loaded texture.</returns> public static ShaderResourceView LoadTexture( D3DDevice device, Stream stream ) { ImagingFactory factory = new ImagingFactory( ); BitmapDecoder bitmapDecoder = factory.CreateDecoderFromStream( stream, DecodeMetadataCacheOptions.OnDemand ); return LoadFromDecoder(device, factory, bitmapDecoder); }
/// <summary> /// Creates a ShaderResourceView from a bitmap in a Stream. /// </summary> /// <param name="device">The Direct3D device that will own the ShaderResourceView</param> /// <param name="stream">Any Windows Imaging Component decodable image</param> /// <returns>A ShaderResourceView object with the loaded texture.</returns> public static ShaderResourceView LoadTexture(D3DDevice device, Stream stream) { ImagingFactory factory = ImagingFactory.Create(); BitmapDecoder bitmapDecoder = factory.CreateDecoderFromStream( stream, DecodeMetadataCacheOption.OnDemand); return(LoadFromDecoder(device, factory, bitmapDecoder)); }