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RenderTargetCube Constructor (GraphicsDevice, Int32, Int32, SurfaceFormat)

Initializes a new instance of this class.

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

Syntax

public RenderTargetCube (
         GraphicsDevice graphicsDevice,
         int size,
         int numberLevels,
         SurfaceFormat format
)

Parameters

  • graphicsDevice
    The graphics device to associate with this render target resource.

  • size
    The width and height of this cube texture resource, in pixels.

  • numberLevels
    The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.

    If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures.

  • format
    Surface format of the render target.

Exceptions

Exception type Condition
ArgumentException

One of the following conditions is true:

ArgumentNullException graphicsDevice is null.
ArgumentOutOfRangeException size is less than or equal to zero. size must be greater than zero.
InvalidOperationException Unable to create this RenderTargetCube resource on the graphics device.

Remarks

After a render pass the render target contains the color information of a rendered image.

Render targets represent a linear area of display memory and usually resides in the display memory of the display card. Because of this, objects must be recreated when the device is reset.

See Also

Reference

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

Platforms

Xbox 360, Windows XP SP2, Windows Vista