/// <summary> /// /// </summary> /// <param name="name"></param> /// <param name="numMipMaps"></param> /// <param name="gamma"></param> /// <param name="priority"></param> /// <returns></returns> public Texture Load(string name, TextureType type, int numMipMaps, float gamma, bool isAlpha) { // does this texture exist already? Texture texture = GetByName(name); if (texture == null) { // create a new texture texture = (Texture)Create(name); texture.TextureType = type; if (numMipMaps == -1) { texture.NumMipMaps = defaultNumMipMaps; } else { texture.NumMipMaps = numMipMaps; } // set bit depth and gamma texture.Gamma = gamma; if (isAlpha) { texture.Format = PixelFormat.A8; } texture.Enable32Bit(is32Bit); } // The old code called the base class load method, but now we just call texture.Load() // base.Load(texture, 1); texture.Load(); return(texture); }
/// <summary> /// Loads a pre-existing image into the texture. /// </summary> /// <param name="name"></param> /// <param name="image">the image to load, or null to return an empty texture</param> /// <param name="numMipMaps"></param> /// <param name="gamma"></param> /// <param name="priority"></param> /// <returns></returns> public Texture LoadImage(string name, Image image, TextureType texType, int numMipMaps, float gamma, bool isAlpha) { // create a new texture Texture texture = (Texture)Create(name, true); texture.TextureType = texType; // set the number of mipmaps to use for this texture if (numMipMaps == -1) { texture.NumMipMaps = defaultNumMipMaps; } else { texture.NumMipMaps = numMipMaps; } // set bit depth and gamma texture.Gamma = gamma; if (isAlpha) { texture.Format = PixelFormat.A8; } texture.Enable32Bit(is32Bit); if (image != null) { // load image data texture.LoadImage(image); } return(texture); }
/// <summary> /// Method for creating a new blank texture. /// </summary> /// <param name="name"></param> /// <param name="texType"></param> /// <param name="width"></param> /// <param name="height"></param> /// <param name="numMipMaps"></param> /// <param name="format"></param> /// <param name="usage"></param> /// <returns></returns> public Texture CreateManual(string name, TextureType texType, int width, int height, int depth, int numMipmaps, PixelFormat format, TextureUsage usage) { Texture ret = (Texture)Create(name, true); ret.TextureType = texType; ret.Width = width; ret.Height = height; ret.Depth = depth; ret.NumMipMaps = (numMipmaps == -1) ? defaultNumMipMaps : numMipmaps; ret.Format = format; ret.Usage = usage; ret.Enable32Bit(is32Bit); ret.CreateInternalResources(); return(ret); }