Using Texture Resources

All of the texture resources in Managed DirectX derive from a single BaseTexture class, which itself derives from the Resource class. There are a few new methods on the BaseTexture object that are covered in Table 8.2.

Table 8.2. Base Texture Methods
PROPERTY OR METHODDESCRIPTION
LevelCountThis read-only property specifies the number of levels this texture has. For example, a mipmapped texture (described in the sidebar “Dissecting Mipmaps”) would have the number of mipmaps as its level count.
GenerateMipSubLevelsThis method will automatically generate the mipmap sublevels we've just mentioned for you. It will use the next property to determine the filtering mode to use when creating these levels.
AutoGenerateFilterTypeThis ...

Get Managed DirectX® 9 Kick Start: Graphics and Game Programming now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.