/// <summary> /// See BlWindow3D for details. /// </summary> public BlWindow3D() { CreationThread = Thread.CurrentThread.ManagedThreadId; Graphics = new BlGraphicsDeviceManager(this); Window.AllowUserResizing = true; }
/// <summary> /// Constructs a sprite /// </summary> /// <param name="graphicsIn">The BlGraphicsDeviceManager that operates on this sprite</param> /// <param name="name">The name of the sprite (must be unique among other sprites in the same subsprite list)</param> /// <param name="frameProc">The delegate to run every frame</param> public BlSprite(BlGraphicsDeviceManager graphicsIn, string name, FrameProcType frameProc = null) { FrameProc = frameProc; if (FrameProc != null) { graphicsIn.Window.FrameProcSpritesAdd(this); } CreationThread = Thread.CurrentThread.ManagedThreadId; Graphics = graphicsIn; Name = name; }
/// <summary> /// Creates the mipmaps from the specified texture. /// </summary> /// <param name="graphics">Graphics device (typically the one owned by your BlWindow3D)</param> /// <param name="tex">Texture from which to create mipmaps, typically gotten from BlGraphics#LoadFromImageFile.</param> /// <param name="numMaps">Maximum number of mipmaps to create (none are created with lower resolution than 16x16)</param> /// <param name="reverseX">Whether to reverse pixels horizontally</param> /// <param name="reverseY">Whether to reverse pixels vertically</param> public BlMipmap(BlGraphicsDeviceManager graphics, Texture2D tex, int numMaps = 999, bool reverseX = false, bool reverseY = false) { CreationThread = Thread.CurrentThread.ManagedThreadId; Graphics = graphics; CreateMipmaps(tex, numMaps, reverseX, reverseY); }