RenderWindow.ChannelGPU

References

Finalizer

~ChannelGPU

#
~ChannelGPU()

Properties

DisplayTechnology

#Since v7.0
public DisplayTechnology DisplayTechnology { get; }
Return the type of API used for this channel's texture handle.

Methods

Clone

#Since v7.0
public RenderWindow.ChannelGPU Clone()
Return a clone of the channel.

Close

#Since v7.0
public void Close()
Close the channel.

CopyTo

#Since v7.0
public void CopyTo(Channel channel)
Copy the channel to a 'CPU' channel.
channel (RenderWindow.Channel)The channel to copy to.

Dispose

#Since v7.0
public void Dispose()
Dispose of the channel.

Height

#Since v7.0
public int Height()
Return the channel height.

Id

#Since v7.0
public Guid Id()
Return the channel id.

PixelSize

#Since v7.0
[CLSCompliant(false)] public uint PixelSize()
Return the size of one pixel's data in the channel.

TextureHandle

#Since v7.0 Obsolete v8.0
[CLSCompliant(false)] public uint TextureHandle()
obsoleteThis method has been deprecated. Please use TextureHandleOpenGL or TextureHandleMetal instead.
Return the channel's texture handle.

TextureHandleMetal

#Since v8.0
public nint TextureHandleMetal()
Return the channel's Metal texture handle (id<MTLTexture>) as an IntPtr. If there isn't one, IntPtr.Zero will be returned. The ChannelGPU.DisplayTechnology property will indicate which type of texture is stored in the channel. The IntPtr can be turned back into an Objective-C id<MTLTexture> using id<MTLTexture> texture = CFBridgingRelease(ptr);

TextureHandleOpenGL

#Since v8.0
[CLSCompliant(false)] public uint TextureHandleOpenGL()
Return the channel's OpenGL texture handle. If there isn't one, a value of 0 will be returned. The ChannelGPU.DisplayTechnology property will indicate which type of texture is stored in the channel.

Width

#Since v7.0
public int Width()
Return the channel width.