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MDLNormalMapTexture Constructors

Definition

Overloads

Name Description
MDLNormalMapTexture(NSObjectFlag)

Constructor to call on derived classes to skip initialization and merely allocate the object.

MDLNormalMapTexture(NativeHandle)

A constructor used when creating managed representations of unmanaged objects. Called by the runtime.

MDLNormalMapTexture(MDLTexture, String, Single, Single)

Creates a new normal map from the provided source texture and specified smoothness and contrast.

MDLNormalMapTexture(NSData, Boolean, String, NVector2i, IntPtr, UIntPtr, MDLTextureChannelEncoding, Boolean)

MDLNormalMapTexture(NSObjectFlag)

Constructor to call on derived classes to skip initialization and merely allocate the object.

[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
protected MDLNormalMapTexture(Foundation.NSObjectFlag t);
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
new ModelIO.MDLNormalMapTexture : Foundation.NSObjectFlag -> ModelIO.MDLNormalMapTexture

Parameters

t
NSObjectFlag

Unused sentinel value, pass NSObjectFlag.Empty.

Attributes

Remarks

This constructor should be called by derived classes when they completely construct the object in managed code and merely want the runtime to allocate and initialize the NSObject. This is required to implement the two-step initialization process that Objective-C uses, the first step is to perform the object allocation, the second step is to initialize the object. When developers invoke this constructor, they take advantage of a direct path that goes all the way up to NSObject to merely allocate the object's memory and bind the Objective-C and C# objects together. The actual initialization of the object is up to the developer.

This constructor is typically used by the binding generator to allocate the object, but prevent the actual initialization to take place. Once the allocation has taken place, the constructor has to initialize the object. With constructors generated by the binding generator this means that it manually invokes one of the "init" methods to initialize the object.

It is the developer's responsibility to completely initialize the object if they chain up using this constructor chain.

In general, if the developer's constructor invokes the corresponding base implementation, then it should also call an Objective-C init method. If this is not the case, developers should instead chain to the proper constructor in their class.

The argument value is ignored and merely ensures that the only code that is executed is the construction phase is the basic NSObject allocation and runtime type registration. Typically the chaining would look like this:

//
// The NSObjectFlag constructor merely allocates the object and registers the C# class with the Objective-C runtime if necessary.
// No actual initXxx method is invoked, that is done later in the constructor
//
// This is taken from the iOS SDK's source code for the UIView class:
//
[Export ("initWithFrame:")]
public UIView (CGRect frame) : base (NSObjectFlag.Empty)
{
    // Invoke the init method now.
    var initWithFrame = new Selector ("initWithFrame:").Handle;
    if (IsDirectBinding) {
        Handle = ObjCRuntime.Messaging.IntPtr_objc_msgSend_CGRect (this.Handle, initWithFrame, frame);
    } else {
        Handle = ObjCRuntime.Messaging.IntPtr_objc_msgSendSuper_CGRect (this.SuperHandle, initWithFrame, frame);
    }
}

Applies to

MDLNormalMapTexture(NativeHandle)

A constructor used when creating managed representations of unmanaged objects. Called by the runtime.

[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
protected internal MDLNormalMapTexture(ObjCRuntime.NativeHandle handle);
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
new ModelIO.MDLNormalMapTexture : ObjCRuntime.NativeHandle -> ModelIO.MDLNormalMapTexture

Parameters

handle
NativeHandle

Pointer (handle) to the unmanaged object.

Attributes

Remarks

This constructor is invoked by the runtime infrastructure (GetNSObject(IntPtr)) to create a new managed representation for a pointer to an unmanaged Objective-C object. Developers should not invoke this method directly, instead they should call GetNSObject(IntPtr) as it will prevent two instances of a managed object pointing to the same native object.

Applies to

MDLNormalMapTexture(MDLTexture, String, Single, Single)

Creates a new normal map from the provided source texture and specified smoothness and contrast.

[Foundation.Export("initByGeneratingNormalMapWithTexture:name:smoothness:contrast:")]
[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
public MDLNormalMapTexture(ModelIO.MDLTexture sourceTexture, string? name, float smoothness, float contrast);
[<Foundation.Export("initByGeneratingNormalMapWithTexture:name:smoothness:contrast:")>]
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
new ModelIO.MDLNormalMapTexture : ModelIO.MDLTexture * string * single * single -> ModelIO.MDLNormalMapTexture

Parameters

sourceTexture
MDLTexture
name
String

To be added.

This parameter can be null.

smoothness
Single
contrast
Single
Attributes

Applies to

MDLNormalMapTexture(NSData, Boolean, String, NVector2i, IntPtr, UIntPtr, MDLTextureChannelEncoding, Boolean)

[Foundation.Export("initWithData:topLeftOrigin:name:dimensions:rowStride:channelCount:channelEncoding:isCube:")]
[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
public MDLNormalMapTexture(Foundation.NSData? pixelData, bool topLeftOrigin, string? name, CoreGraphics.NVector2i dimensions, IntPtr rowStride, UIntPtr channelCount, ModelIO.MDLTextureChannelEncoding channelEncoding, bool isCube);
[<Foundation.Export("initWithData:topLeftOrigin:name:dimensions:rowStride:channelCount:channelEncoding:isCube:")>]
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
new ModelIO.MDLNormalMapTexture : Foundation.NSData * bool * string * CoreGraphics.NVector2i * nativeint * unativeint * ModelIO.MDLTextureChannelEncoding * bool -> ModelIO.MDLNormalMapTexture

Parameters

pixelData
NSData

To be added.

This parameter can be null.

topLeftOrigin
Boolean
name
String

To be added.

This parameter can be null.

dimensions
NVector2i
rowStride
IntPtr

nativeint

channelCount
UIntPtr

unativeint

channelEncoding
MDLTextureChannelEncoding
isCube
Boolean
Attributes

Applies to