ArcGIS Pro 3.0 API Reference Guide
ArcGIS.Core.Geometry Namespace / Multipatch Class / GetMaterialTexture Method
The index of the material. Must be greater than or equal to zero and less than MaterialCount. Get the index for a patch by calling GetPatchMaterialIndex.
Example

In This Topic
    GetMaterialTexture Method
    In This Topic
    Gets a byte buffer representing the texture image for the specifed material.
    Syntax
    public byte[] GetMaterialTexture( 
       int materialIndex
    )
    Public Function GetMaterialTexture( _
       ByVal materialIndex As Integer _
    ) As Byte()

    Parameters

    materialIndex
    The index of the material. Must be greater than or equal to zero and less than MaterialCount. Get the index for a patch by calling GetPatchMaterialIndex.

    Return Value

    Byte buffer representing the texture image for the material. If the material is not textured, an array of size zero is returned.
    Exceptions
    ExceptionDescription
    The material index must be >= 0.
    The material index must be less than the number of materials in the multipatch.
    Remarks
    Calling GetMaterialTextureCompressionType tells you what type of buffer is returned. If the compression type of the buffer is TextureCompressionType.CompressionJPEG the buffer is a JPEG image. If the compression type of the buffer is TextureCompressionType.CompressionNone the buffer is a pointer to a raw buffer containing image pixels starting from the top left corner in the row major order. The pixel size depends on the GetMaterialTextureBytesPerPixel value. The texture dimensions are returned from GetMaterialTextureColumnCount and GetMaterialTextureRowCount.
    Example
    Multipatch Properties
    // standard geometry properties
    bool hasZ = multipatch.HasZ;
    bool hasM = multipatch.HasM;
    bool hasID = multipatch.HasID;
    bool isEmpty = multipatch.IsEmpty;
    var sr = multipatch.SpatialReference;
    
    // number of patches (parts)
    int patchCount = multiPatch.PartCount;
    // number of points
    int pointCount = multiPatch.PointCount;
    
    // retrieve the points as MapPoints
    ReadOnlyPointCollection points = multipatch.Points;
    // or as 3D Coordinates
    IReadOnlyList<Coordinate3D> coordinates = multipatch.Copy3DCoordinatesToList();
    
    
    // multipatch materials
    bool hasMaterials = multiPatch.HasMaterials;
    int materialCount = multiPatch.MaterialCount;
    
    
    // multipatch textures
    bool hasTextures = multiPatch.HasTextures;
    int textureVertexCount = multiPatch.TextureVertexCount;
    
    // normals
    bool hasNormals = multiPatch.HasNormals;
    
    
    // properties for an individual patch (if multipatch.PartCount > 0)
    int patchPriority = multiPatch.GetPatchPriority(patchIndex);
    PatchType patchType = multiPatch.GetPatchType(patchIndex);
    
    // patch points
    int patchPointCount = multiPatch.GetPatchPointCount(patchIndex);
    int pointStartIndex = multiPatch.GetPatchStartPointIndex(patchIndex);
    // the patch Points are then the points in multipatch.Points from pointStartIndex to pointStartIndex + patchPointCount 
    
    // if the multipatch has materials 
    if (hasMaterials)
    {
      // does the patch have a material?  
      //   materialIndex = -1 if the patch does not have a material; 
      //   0 <= materialIndex < materialCount if the patch does have materials
      int materialIndex = multipatch.GetPatchMaterialIndex(patchIndex);
    
    
      // properties for an individual material (if multipatch.MaterialCount > 0)
      var color = multipatch.GetMaterialColor(materialIndex);
      var edgeColor = multipatch.GetMaterialEdgeColor(materialIndex);
      var edgeWidth = multipatch.GetMaterialEdgeWidth(materialIndex);
      var shiness = multipatch.GetMaterialShininess(materialIndex);
      var percent = multipatch.GetMaterialTransparencyPercent(materialIndex);
      var cullBackFace = multipatch.IsMaterialCullBackFace(materialIndex);
    
      // texture properties
      bool isTextured = multipatch.IsMaterialTextured(materialIndex);
      if (isTextured)
      {
        int columnCount = multipatch.GetMaterialTextureColumnCount(materialIndex);
        int rowCount = multipatch.GetMaterialTextureRowCount(materialIndex);
        int bpp = multipatch.GetMaterialTextureBytesPerPixel(materialIndex);
        TextureCompressionType compressionType = multipatch.GetMaterialTextureCompressionType(materialIndex);
        var texture = multipatch.GetMaterialTexture(materialIndex);
      }
    }
    
    // texture coordinates (if multipatch.HasTextures = true)
    if (hasTextures)
    {
      int numPatchTexturePoints = multiPatch.GetPatchTextureVertexCount(patchIndex);
      var coordinate2D = multiPatch.GetPatchTextureCoordinate(patchIndex, 0);
    
      ICollection<Coordinate2D> textureCoordinates = new List<Coordinate2D>(numPatchTexturePoints);
      multiPatch.GetPatchTextureCoordinates(patchIndex, ref textureCoordinates);
    }
    
    
    // patch normals (if multipatch.HasNormals = true)
    if (hasNormals)
    {
      //  number of normal coordinates = multipatch.GetPatchPointCount(patchIndex)
      Coordinate3D patchNormal = multipatch.GetPatchNormal(patchIndex, 0);
      ICollection<Coordinate3D> normalCoordinates = new List<Coordinate3D>(patchPointCount);
      multipatch.GetPatchNormals(patchIndex, ref normalCoordinates);
    }
    
    
    Get the texture image of a multipatch
    // <summary>
    // This method gets the material texture image of a multipatch.
    // This method must be called on the MCT. Use QueuedTask.Run.
    // </summary>
    // <param name="multipatch">The input multipatch.</param>
    // <param name="patchIndex">The index of the patch (part) for which to get the material texture.</param>
    public void GetMultipatchTextureImage(Multipatch multipatch, int patchIndex)
    {
      int materialIndex = multipatch.GetPatchMaterialIndex(patchIndex);
      if (!multipatch.IsMaterialTextured(materialIndex))
        return;
    
      TextureCompressionType compressionType = 
        multipatch.GetMaterialTextureCompressionType(materialIndex);
    
      string ext = compressionType == TextureCompressionType.CompressionJPEG ? ".jpg" : ".dat";
      byte[] textureBuffer = multipatch.GetMaterialTexture(materialIndex);
    
      Stream imageStream = new MemoryStream(textureBuffer);
      System.Drawing.Image image = System.Drawing.Image.FromStream(imageStream);
      image.Save(@"C:\temp\myImage" + ext);
    }
    
    Requirements

    Target Platforms: Windows 11, Windows 10, Windows 8.1

    See Also