on 27-06-2012 05:44 PM
How to use Sce.Pss.Core.Imaging.Image.Export?
How to set the parameters?
I set filename =" /Application/image.png". Is this OK?
What is albumname?
Thank you.
I get the the following error.
-------------------------------------------------
Unhandled Exception: System.InvalidOperationException: native function returned error.
at Sce.Pss.Core.Error.ThrowNativeException (Int32 error) [0x00000] in <filename unknown>:0
at Sce.Pss.Core.Imaging.Image.Export (System.String albumname, System.String filename) [0x00000] in <filename unknown>:0
Solved! Go to Solution.
on 28-06-2012 02:25 PM
Hi:
Did you set your image to be used in application on solution explorer?
Solution explorer-><your image>.png->right button->build action->content. This will we place your png in the album.
Cheers,
on 28-06-2012 04:11 PM
Actually, I want to speed up "Sce.Pss.HighLevel.GameEngine2D.Base.FontMap" initialization. If the fontmap is too large, perhaps "DrawText()" in "Sce.Pss.HighLevel.GameEngine2D.Base.FontMap" is heavy. In order to come off this, I want to export the fontmap image (Of course, I must take care the copy right.) and road it in next time.
In "Sce.Pss.HighLevel.GameEngine2D.Base.FontMap", the image is disposed. (image.Dispose()![]()
on 28-06-2012 07:41 PM
Hi:
Ok, did you try to run your own font map generator if you want I can pass to you mines (well is part of a tool i'm working on ) but it will be free and use Gimp for that.
Cheers,
on 29-06-2012 04:37 PM
@h_r_s_h, the Image.Export() method is used to export images from your application to the users photo/media gallery on their device. It sounds like you will want to use the File IO classes to write the data to the /Documents/ directory, using the data returned from Image.ToBuffer().
Hope this helps.
James
on 02-07-2012 07:39 AM
Thank you, jamesnorman91. I could do it.
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