static void UpdateTexture() { // This texture should be in DDS file extension and must be DXT1 compressed (use Photoshop and DDS tool from NVIDIA) // We don't use for it dxt compression from XNA's content processor because we don't want huge (over 100 Mb) files in SVN. if (string.IsNullOrEmpty(Filename)) { m_textureCube = null; } else { m_textureCube = MyTextureManager.GetTexture <MyTextureCube>(Filename, "", null, LoadingMode.Immediate); } }
public static void UnloadContent() { MyMwcLog.WriteLine("MyBackgroundCube.UnloadContent - START"); MyMwcLog.IncreaseIndent(); if (m_boxVertexBuffer != null) { m_boxVertexBuffer.Dispose(); m_boxVertexBuffer = null; } if (m_textureCube != null) { MyTextureManager.UnloadTexture(m_textureCube); m_textureCube = null; } m_textureCube = null; m_loaded = false; MyMwcLog.DecreaseIndent(); MyMwcLog.WriteLine("MyBackgroundCube.UnloadContent - END"); }
static void UpdateTexture() { // This texture should be in DDS file extension and must be DXT1 compressed (use Photoshop and DDS tool from NVIDIA) // We don't use for it dxt compression from XNA's content processor because we don't want huge (over 100 Mb) files in SVN. m_textureCube = MyTextureManager.GetTexture <MyTextureCube>("Textures\\BackgroundCube\\Final\\" + GetFilename(), null, LoadingMode.Immediate); }
public static double GetTextureSizeInMb(MyTextureCube texture) { return(6 * CalculateTextureSizeInMb(texture.Format, texture.Size, texture.Size, texture.LevelCount)); }