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.
PROPERTY OR METHOD | DESCRIPTION |
---|---|
LevelCount | This 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. |
GenerateMipSubLevels | This 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. |
AutoGenerateFilterType | This ... |
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