- Derived from
|Full source code is included in the Tinman 3D SDK download.|
Using a single dynamic model texture array is the most straightforward way for implementing streaming and is also the most efficient one. However, it requires GPU support (see ITextureFactory.MaximumCount) and needs the source data of the data frames to be aligned in a pixel perfect manner. If these requirements cannot be met for some reason, please refer to Example_TextureStreaming_B for an alternative approach.
Creates a new instance of Example_TextureStreaming_A.