public SpriteTexture(D3D.Device device, string filename) : base(device) { D3D.ImageLoadInformation iml = new D3D.ImageLoadInformation() { BindFlags = D3D.BindFlags.ShaderResource, CpuAccessFlags = D3D.CpuAccessFlags.None, Depth = 1, FilterFlags = D3D.FilterFlags.None, FirstMipLevel = 0, Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm, MipFilterFlags = D3D.FilterFlags.None, MipLevels = 1, OptionFlags = D3D.ResourceOptionFlags.None, Usage = D3D.ResourceUsage.Default }; Resource = D3D.Texture2D.FromFile(device, filename, iml); View = new D3D.ShaderResourceView(device, Resource); Instance = new D3D.SpriteInstance(this.View, new Vector2(0, 0), new Vector2(1, 1)); UpdateTransform(); }
protected override void RecreateTexture(int width, int height) { base.RecreateTexture(width, height); if (View != null) View.Dispose(); View = new D3D.ShaderResourceView(device, Resource); Instance = new D3D.SpriteInstance(this.View, new Vector2(0, 0), new Vector2(1, 1)); //Instance.Color = new Color4(AlphaBlend, 1, 1, 1); UpdateTransform(); }