ArcGIS Pro 3.2 API Reference Guide
ArcGIS.Core.Geometry Namespace / Multipatch Class / TextureVertexCount Property
Example

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    TextureVertexCount Property
    In This Topic
    Gets the total number of texture coordinates in this multipatch.
    Syntax
    public int TextureVertexCount {get;}
    Public ReadOnly Property TextureVertexCount As Integer
    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);
    }
    
    
    Requirements

    Target Platforms: Windows 11, Windows 10

    ArcGIS Pro version: 3 or higher.
    See Also