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C# MipMapCount类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中MipMapCount的典型用法代码示例。如果您正苦于以下问题:C# MipMapCount类的具体用法?C# MipMapCount怎么用?C# MipMapCount使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



MipMapCount类属于命名空间,在下文中一共展示了MipMapCount类的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: New2D

 /// <summary>
 /// Creates a new instance of a 2D <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <param name="arraySize">Size of the array.</param>
 /// <param name="dataPointer">Pointer to an existing buffer.</param>
 /// <param name="rowStride">Specify a specific rowStride, only valid when mipMapCount == 1 and pixel format is not compressed.</param>
 /// <returns>A new image.</returns>
 public static Image New2D(int width, int height, MipMapCount mipMapCount, PixelFormat format, int arraySize, IntPtr dataPointer, int rowStride = 0)
 {
     return new Image(CreateDescription(TextureDimension.Texture2D, width, height, 1, mipMapCount, format, arraySize), dataPointer, 0, null, false, PitchFlags.None, rowStride);
 }
开发者ID:Julyuary,项目名称:paradox,代码行数:15,代码来源:Image.cs


示例2: NewCube

 /// <summary>
 /// Creates a new instance of a Cube <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <param name="dataPointer">Pointer to an existing buffer.</param>
 /// <returns>A new image.</returns>
 public static Image NewCube(int width, MipMapCount mipMapCount, PixelFormat format, IntPtr dataPointer)
 {
     return new Image(CreateDescription(TextureDimension.TextureCube, width, width, 1, mipMapCount, format, 6), dataPointer, 0, null, false);
 }
开发者ID:Julyuary,项目名称:paradox,代码行数:12,代码来源:Image.cs


示例3: New3D

 /// <summary>
 /// Creates a new instance of a 3D <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="depth">The depth.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <returns>A new image.</returns>
 public static Image New3D(int width, int height, int depth, MipMapCount mipMapCount, PixelFormat format)
 {
     return New3D(width, height, depth, mipMapCount, format, IntPtr.Zero);
 }
开发者ID:Julyuary,项目名称:paradox,代码行数:13,代码来源:Image.cs


示例4: New1D

 /// <summary>
 /// Creates a new instance of a 1D <see cref="Image"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="mipMapCount">The mip map count.</param>
 /// <param name="format">The format.</param>
 /// <param name="arraySize">Size of the array.</param>
 /// <param name="dataPointer">Pointer to an existing buffer.</param>
 /// <returns>A new image.</returns>
 public static Image New1D(int width, MipMapCount mipMapCount, PixelFormat format, int arraySize, IntPtr dataPointer)
 {
     return new Image(CreateDescription(TextureDimension.Texture1D, width, 1, 1, mipMapCount, format, arraySize), dataPointer, 0, null, false);
 }
开发者ID:Julyuary,项目名称:paradox,代码行数:13,代码来源:Image.cs


示例5: GetTemporaryTexture2D

 /// <summary>
 /// Gets a <see cref="Texture" /> output for the specified description.
 /// </summary>
 /// <param name="allocator">The allocator.</param>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int &gt;=1 for a particular mipmap count.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 2D array, default to 1.</param>
 /// <returns>A new instance of <see cref="Texture" /> class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 /// <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
 /// <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
 public static Texture GetTemporaryTexture2D(this GraphicsResourceAllocator allocator, int width, int height, PixelFormat format, MipMapCount mipCount, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource, int arraySize = 1)
 {
     return allocator.GetTemporaryTexture(TextureDescription.New2D(width, height, mipCount, format, flags, arraySize));
 }        
开发者ID:cg123,项目名称:xenko,代码行数:18,代码来源:GraphicsResourceAllocatorExtensions.cs


示例6: New

 /// <summary>
 /// Creates a new <see cref="RenderTargetCube" />.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="size">The size (in pixels) of the top-level faces of the cube texture.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <returns>A new instance of <see cref="RenderTargetCube" /> class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
 public static RenderTargetCube New(GraphicsDevice device, int size, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource)
 {
     return new RenderTargetCube(device, NewRenderTargetDescription(size, format, flags | TextureFlags.RenderTarget, mipCount));
 }
开发者ID:pH200,项目名称:SharpDX,代码行数:16,代码来源:RenderTargetCube.cs


示例7: CalculateMipLevels

        /// <summary>
        /// Calculates the number of miplevels for a Texture 2D.
        /// </summary>
        /// <param name="width">The width of the texture.</param>
        /// <param name="height">The height of the texture.</param>
        /// <param name="depth">The depth of the texture.</param>
        /// <param name="mipLevels">A <see cref="MipMapCount"/>, set to true to calculates all mipmaps, to false to calculate only 1 miplevel, or > 1 to calculate a specific amount of levels.</param>
        /// <returns>The number of miplevels.</returns>
        public static int CalculateMipLevels(int width, int height, int depth, MipMapCount mipLevels)
        {
            if (mipLevels > 1)
            {
                if (!IsPow2(width) || !IsPow2(height) || !IsPow2(depth))
                    throw new InvalidOperationException("Width/Height/Depth must be power of 2");

                int maxMips = CountMips(width, height, depth);
                if (mipLevels > maxMips)
                    throw new InvalidOperationException(String.Format("MipLevels must be <= {0}", maxMips));
            }
            else if (mipLevels == 0)
            {
                if (!IsPow2(width) || !IsPow2(height) || !IsPow2(depth))
                    throw new InvalidOperationException("Width/Height/Depth must be power of 2");

                mipLevels = CountMips(width, height, depth);
            }
            else
            {
                mipLevels = 1;
            }
            return mipLevels;
        }
开发者ID:Julyuary,项目名称:paradox,代码行数:32,代码来源:Image.cs


示例8: New

 /// <summary>
 /// Creates a new <see cref="RenderTarget3D" />.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="depth">The depth.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 3D array, default to 1.</param>
 /// <returns>A new instance of <see cref="RenderTarget3D" /> class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateTexture3D([In] const D3D11_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture3D** ppTexture3D)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateTexture3D</unmanaged-short>
 public static RenderTarget3D New(GraphicsDevice device, int width, int height, int depth, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource, int arraySize = 1)
 {
     return new RenderTarget3D(device, NewRenderTargetDescription(width, height, depth, format, flags | TextureFlags.RenderTarget, mipCount));
 }
开发者ID:nikolaiklimov,项目名称:SharpDX,代码行数:19,代码来源:RenderTarget3D.cs


示例9: NewScopedRenderTarget2D

 /// <summary>
 /// Gets a render target output for the specified description, scoped for the duration of the <see cref="DrawEffect.DrawCore"/>.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int &gt;=1 for a particular mipmap count.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 2D array, default to 1.</param>
 /// <returns>A new instance of texture class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
 protected Texture NewScopedRenderTarget2D(int width, int height, PixelFormat format, MipMapCount mipCount, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource, int arraySize = 1)
 {
     CheckIsInDrawCore();
     return PushScopedResource(Context.Allocator.GetTemporaryTexture2D(width, height, format, mipCount, flags, arraySize));
 }
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:18,代码来源:ImageEffect.cs


示例10: NewCube

 /// <summary>
 /// Creates a new Cube <see cref="TextureDescription"/>.
 /// </summary>
 /// <param name="size">The size (in pixels) of the top-level faces of the cube texture.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int &gt;=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="textureFlags">The texture flags.</param>
 /// <param name="usage">The usage.</param>
 /// <returns>A new instance of <see cref="TextureDescription"/> class.</returns>
 public static TextureDescription NewCube(int size, MipMapCount mipCount, PixelFormat format, TextureFlags textureFlags = TextureFlags.ShaderResource, GraphicsResourceUsage usage = GraphicsResourceUsage.Default)
 {
     return NewCube(size, format, textureFlags, mipCount, usage);
 }
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:13,代码来源:TextureDescription.ExtensionsCube.cs


示例11: CreateDescription

 /// <summary>
 /// Creates a new texture description <see cref="RenderTarget2D" />.
 /// </summary>
 /// <param name="device">The <see cref="GraphicsDevice"/>.</param>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int >=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="flags">Sets the texture flags (for unordered access...etc.)</param>
 /// <param name="arraySize">Size of the texture 2D array, default to 1.</param>
 /// <returns>A new instance of <see cref="RenderTarget2D" /> class.</returns>
 /// <msdn-id>ff476521</msdn-id>
 ///   <unmanaged>HRESULT ID3D11Device::CreateTexture2D([In] const D3D11_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D11_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D11Texture2D** ppTexture2D)</unmanaged>
 ///   <unmanaged-short>ID3D11Device::CreateTexture2D</unmanaged-short>
 public static Texture2DDescription CreateDescription(GraphicsDevice device, int width, int height, MipMapCount mipCount, PixelFormat format, TextureFlags flags = TextureFlags.RenderTarget | TextureFlags.ShaderResource, int arraySize = 1)
 {
     return CreateDescription(device.MainDevice, width, height, format, flags, mipCount, arraySize, MSAALevel.None);
 }
开发者ID:pH200,项目名称:SharpDX,代码行数:18,代码来源:RenderTarget2D.cs


示例12: New1D

 /// <summary>
 /// Creates a new 1D <see cref="TextureDescription" />.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int &gt;=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="textureFlags">true if the texture needs to support unordered read write.</param>
 /// <param name="arraySize">Size of the texture 2D array, default to 1.</param>
 /// <param name="usage">The usage.</param>
 /// <returns>A new instance of 1D <see cref="TextureDescription" /> class.</returns>
 public static TextureDescription New1D(int width, MipMapCount mipCount, PixelFormat format, TextureFlags textureFlags = TextureFlags.ShaderResource, int arraySize = 1, GraphicsResourceUsage usage = GraphicsResourceUsage.Default)
 {
     return New1D(width, format, textureFlags, mipCount, arraySize, usage);
 }
开发者ID:Powerino73,项目名称:paradox,代码行数:14,代码来源:TextureDescription.Extensions1D.cs


示例13: CreateDescription

 private static ImageDescription CreateDescription(TextureDimension dimension, int width, int height, int depth, MipMapCount mipMapCount, PixelFormat format, int arraySize)
 {
     return new ImageDescription()
                {
                    Width = width,
                    Height = height,
                    Depth = depth,
                    ArraySize = arraySize,
                    Dimension = dimension,
                    Format = format,
                    MipLevels = mipMapCount,
                };
 }
开发者ID:Julyuary,项目名称:paradox,代码行数:13,代码来源:Image.cs


示例14: New3D

 /// <summary>
 /// Creates a new <see cref="TextureDescription" />.
 /// </summary>
 /// <param name="width">The width.</param>
 /// <param name="height">The height.</param>
 /// <param name="depth">The depth.</param>
 /// <param name="mipCount">Number of mipmaps, set to true to have all mipmaps, set to an int &gt;=1 for a particular mipmap count.</param>
 /// <param name="format">Describes the format to use.</param>
 /// <param name="textureFlags">true if the texture needs to support unordered read write.</param>
 /// <param name="usage">The usage.</param>
 /// <returns>A new instance of <see cref="TextureDescription" /> class.</returns>
 public static TextureDescription New3D(int width, int height, int depth, MipMapCount mipCount, PixelFormat format, TextureFlags textureFlags = TextureFlags.ShaderResource, GraphicsResourceUsage usage = GraphicsResourceUsage.Default)
 {
     return New3D(width, height, depth, format, textureFlags, mipCount, usage);
 }
开发者ID:h78hy78yhoi8j,项目名称:xenko,代码行数:15,代码来源:TextureDescription.Extensions3D.cs



注:本文中的MipMapCount类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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