Texture2D.SetData Generic Method (Int32, Nullable<Rectangle>, T , Int32, Int32, SetDataOptions)

Copies array data to the texture.

Namespace: Microsoft.Xna.Framework.Graphics
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)

Syntax

public void SetData<T> (
         int level,
         Nullable<Rectangle> rect,
         T[] data,
         int startIndex,
         int elementCount,
         SetDataOptions options
) where T : ValueType

Type Parameters

  • T
    The type of data to set.

Parameters

  • level
    The mipmap level where the data will be placed.
  • rect
    The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture.
  • data
    The array of data to copy. If rect is null, the number of elements in the array must be equal to the size of the texture, which is Width × Height; otherwise, the number of elements in the array should equal the size of the rectangle specified.
  • startIndex
    The index of the element in the array at which to start copying.
  • elementCount
    The number of elements to copy.
  • options
    Option that specifies whether existing data in the buffer will be kept after this operation.

Exceptions

Exception type Condition
InvalidOperationException The size of the data passed in is too large or too small for this resource.

Remarks

On Windows, GetData and SetData will fail if Texture2D.ResourceManagementMode is ResourceManagementMode.Manual and the format cannot be used as a render target.

Warning

In the Draw method of an Xbox 360 game, vertex buffers, index buffers, and textures should not be written using when they are intended to be used for rendering. This condition may lead to graphics corruption or crashes.

This is because, in cases where the size of the back buffer and depth-stencil buffer exceed the size of the Xbox 360 10 MB of embedded memory (EDRAM), predicated tiling is utilized on this platform to compensate for the additional memory requirements. Predicated tiling is a process by which scene rendering is performed multiple times on subsections of the final render target dimensions.

When predicated tiling has been triggered, the drawing commands contained in the Draw function are not submitted until Present is called. (Note that Draw implicitly calls Present at the end of this method.) In this case, these resources are not available for modification until the GPU is finished with presenting the entire frame.

Example

This example demonstrates the use of the rect argument to set a single pixel in a texture.

texture2D.SetData<Color>(
    0, 
    new Rectangle( texture2D.Width/2, texture2D.Height/2, 1, 1 ),
    new Color[] { Color.White },
    0, 
    1, 
    SetDataOptions.None
    );

See Also

Concepts

Predicated Tiling

Reference

Texture2D Class
Texture2D Members
Microsoft.Xna.Framework.Graphics Namespace

Platforms

Xbox 360, Windows XP SP2, Windows Vista