 |
TextureLoaderCreateTextureAsync(Stream, String, VulkanDevice, IBitmapIO, Boolean, Boolean) Method |
CreateTextureAsync loads the specified texture file stream in the background and returns the created GpuImage.
See remarks for
TextureLoader for more info.
Namespace: Ab4d.SharpEngine.UtilitiesAssembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 3.1.9316+94bbd23b55747f096f056a5602f7dd90558b3673
Syntaxpublic static Task<GpuImage> CreateTextureAsync(
Stream fileStream,
string? streamFileName,
VulkanDevice gpuDevice,
IBitmapIO? bitmapIO = null,
bool generateMipMaps = true,
bool useGpuDeviceCache = false
)
Parameters
- fileStream Stream
- file stream
- streamFileName String
- optional file name (needs to be set when useSceneCache is true)
- gpuDevice VulkanDevice
- VulkanDevice
- bitmapIO IBitmapIO (Optional)
- Optional IBitmapIO that is used to load the texture. When null, then the DefaultBitmapIOis used
- generateMipMaps Boolean (Optional)
- when true (by default) then mip maps will be created for the GpuImage. This takes longer to create the GpuImage but improves the rendering performance and quality of shown texture.
- useGpuDeviceCache Boolean (Optional)
- when true (false by default) than before loading the image the GpuDevice's cache is checked if this file was already loaded. Also, the created GpuImage is cached by the GpuDevice's cache
Return Value
TaskGpuImagecreated GpuImage
Remarks[Missing <remarks> documentation for "M:Ab4d.SharpEngine.Utilities.TextureLoader.CreateTextureAsync(System.IO.Stream,System.String,Ab4d.SharpEngine.Vulkan.VulkanDevice,Ab4d.SharpEngine.Common.IBitmapIO,System.Boolean,System.Boolean)"]
See Also