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Practical No 1b Writup

The document outlines the aim of loading models into DirectX 11 and rendering multimedia applications using Microsoft DirectX. It details the creation of textures through a specific method and provides parameters for texture creation, including device association, file source, dimensions, mip levels, usage, format, and filtering options. Additionally, it describes the System.Drawing namespace and classes like Font and Sprite that facilitate graphics functionality in DirectX.

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0% found this document useful (0 votes)
15 views2 pages

Practical No 1b Writup

The document outlines the aim of loading models into DirectX 11 and rendering multimedia applications using Microsoft DirectX. It details the creation of textures through a specific method and provides parameters for texture creation, including device association, file source, dimensions, mip levels, usage, format, and filtering options. Additionally, it describes the System.Drawing namespace and classes like Font and Sprite that facilitate graphics functionality in DirectX.

Uploaded by

altafsayyed9890
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Practical No.

1 b):
Aim: Loading models into DirectX 11 and rendering
DirectX for Managed Code
Purpose
Microsoft DirectX is your backstage pass to multimedia applications that sizzle.

Where Applicable
DirectX is a set of low-level application programming interfaces (APIs) for creating games and other
high-performance multimedia applications. It includes support for high-performance 2-D and 3-D
graphics, sound, and input.

Create texture

public static Texture FromFile(


Device device,
string srcFile,
int width,
int height,
int mipLevels,
Usage usage,
Format format,
Pool pool,
Filter filter,
Filter mipFilter,
int colorKey
)
Parameters
device
Type: Microsoft.WindowsMobile.DirectX.Direct3D.Device
The device to associate with the texture.
srcFile
Type: System.String
The name of the file from which to create the texture.
width
Type: System.Int32
The width of the texture in pixels. If this value is 0 (zero), the dimensions are taken from
the file.
height
Type: System.Int32
The height of the texture in pixels. If this value is 0 (zero), the dimensions are taken from
the file.
mipLevels
Type: System.Int32
The number of mip levels requested. If this value is 0 (zero), a complete mipmap chain is
created.
usage
• System.Drawing Namespace : The System.Drawing namespace provides access to
GDI+ basic graphics functionality.
• Font class: Defines a particular format for text, including font face, size, and style
attributes. This class cannot be inherited.
▪ Constructor:
1) Font(FontFamily, Single, FontStyle) : Initializes a new Font using a specified
size and style.
▪ Method:
1) Font.DrawText : Draws formatted text.
• Sprite class: Provides methods and properties that simplify the process of drawing
sprites using Microsoft Direct3D.
▪ Methods:
1) Begin : Prepares a device for drawing sprites.
2) Draw2D : Adds a sprite to the list of batched sprites. Used for presentation
in 2-D space.
• TextureLoader.FromFile(Device,String,Int32,Int32,Int32,Usage,Format,Pool,Filter,Filter,In
t 32) method: Creates a texture from a file.
▪ Parameters:
1) device : A Device object that represents the device to associate with the
texture.
2) srcFile : String that specifies the file name.
3) width : Width of the texture in pixels. If this value is zero, the
dimensions are taken from the file.
4) height : Height of the texture in pixels. If this value is zero, the
dimensions are taken from the file.
5) mipLevels : Number of mip levels requested. If this value is 0, a
complete mipmap chain is created.
6) usage : Zero or Usage.RenderTarget, or Usage.Dynamic. Setting this flag
to Usage.RenderTarget indicates that the surface will be used as a render
target.
7) format : Member of the Format enumerated type that describes the
requested pixel format for the cube texture.
8) pool : Member of the Pool enumerated type that describes the memory
class into which the cube texture should be placed.
9) filter : One or more Filter flags that control how the image is filtered.
10) mipFilter : One or more Filter flags that control how the mipmaps are
filtered.
11) colorKey : An Int32 value to replace with transparent black, or 0 to
disable the color key.

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