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TextureLoaderCreateTextureAsync(String, VulkanDevice, IBitmapIO, Boolean, Boolean, BitmapLoadOptions) Method |
CreateTextureAsync loads the specified texture file 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: 4.0.9584+ba1aaa26d4181dd3fa8ed7b6398391d1affa36c8
Syntaxpublic static Task<GpuImage> CreateTextureAsync(
string fileName,
VulkanDevice gpuDevice,
IBitmapIO? bitmapIO = null,
bool generateMipMaps = true,
bool useGpuDeviceCache = false,
BitmapLoadOptions? bitmapLoadOptions = null
)
Parameters
- fileName String
- file name
- 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
- bitmapLoadOptions BitmapLoadOptions (Optional)
- optional structure with options to pass to image loader, for example, with setting PremultiplyAlpha it is possible to prevent alpha pre-multiplying the bitmap.
Return Value
TaskGpuImagecreated GpuImage
See Also