public void SetTexture(Texture texture) { this.Texture = texture; }
/// <summary> /// Either changes the name of an existing texture (and it's entry in the global /// texture array), or creates a new texture sharing the data of the existing one /// but with a different name. (Bitmap object and GL graphics memory is shared.) /// /// This call is NOT necessary in ordinary usage! EVERY Texture gets put in the global /// texture array once created, even if the name assigned is just a Guid. /// </summary> /// <param name="name"></param> /// <param name="texture"></param> /// <param name="makeCopy"></param> /// <remarks>ALL Textures already exist in the global texture array! /// This call is NOT necessary in ordinary Texture usage! /// Textures created using the new Texture(Bitmap) constructor have a GUID assigned.</remarks> public static void SetTexture(string name, Texture texture, bool makeCopy) { name = name.ToLower(); lock (textures) { Texture t; if (makeCopy) { // Copy the bastard, and change the name. t = new Texture(); t.bitmap = texture.bitmap; t.TexPointer = texture.TexPointer; t.Filename = name; if (textures.Keys.Contains(name)) { Log.w("A texture with name '" + name + "' is already present - replacing."); textures.Remove(name); } } else { textures.Remove(texture.Filename); texture.Filename = name; t = texture; } if (textures.ContainsKey(name)) { textures.Remove(name); Log.v("Replacing texture '" + name + "' with new one. This is rarely" + " a good thing."); } textures.Add(name, t); } }
public Sprite(Texture texture) { Texture = texture; }