I\'ve looked around a lot and the only methods I\'ve found for creating a Texture2D from a Bitmap are:
I\'m trying to render a 640x480 RGB565 image using OpenGL ES on Android using GLSurfaceView and Native C code.
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I need load XNA.Texture2D to Pi开发者_StackOverflow中文版ctureBox. i\'ve tried this: http://www.gamedev.net/community/forums/viewreply.asp?ID=3224621 but it doesn\'t work. Any suggestions?You should
I\'ve been looking everywhere trying to find a solution to this problem. Nothing seems to help. I\'ve set up this basic test to try to find the cause of why my memory wasn\'t being freed up:
I am still shiny new to XNA, so please forgive any stupid question and statements in this post (The added issue is tha开发者_StackOverflowt I am using Visual Studio 2010 with .Net 4.0 which also means
What I want to do is create a huge texture(w/ width of more than 1024) using开发者_如何学运维 a 1024x1024 image. I can retrieve the images using an AtlasSpriteManager, but whenever I try to retrieve t
I\'m having a bit of a problem with Apples EAGLView and Texture2D. If I create an insta开发者_C百科nce of EAGLView and draw some textures, it works great. However, whenever I create a second instance
I use XNA as a nice easy basis for some graphics processing I\'m doing on the CPU, because it already provides a lot of the things I need. Currently, my \"rendertarget\" is an array of a custom Color