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DXDeviceReadColors Method

Reads the colors from the area specified with x, y, width and height parameters and returns a byte array with color data. Note that the length of one row is specified in the returned rowPitch and may be different than 4 times the width.

Namespace: Ab3d.DirectX
Assembly: Ab3d.DXEngine (in Ab3d.DXEngine.dll) Version: 7.2.9484.2048 (1.0.0.0)
Syntax
C#
public byte[] ReadColors(
	Texture2D sourceTexture,
	int x,
	int y,
	int width,
	int height,
	Format sourceTextureFormat,
	out int rowPitch
)

Parameters

sourceTexture  Texture2D
The source Texture2D from which to copy the pixel color. Must not be null.
x  Int32
x-coordinate of upper left corner of the region to read.
y  Int32
y-coordinate of upper left corner of the region to read.
width  Int32
width of the region to read
height  Int32
height of the region to read
sourceTextureFormat  Format
format of the sourceTexture (by default DXEngine uses Format.B8G8R8A8_UNorm that is required for the texture to be shader by the WPF)
rowPitch  Int32
out int value that defines the row length in bytes (may be different than 4 times the width)

Return Value

Byte
Byte array Pixel color as uint representing the color in the texture's format.
Remarks
The returned color data format depends on the underlying texture format. Ensure that the specified coordinates are within the bounds of the source texture to avoid undefined behavior.
See Also