ArcGIS Pro 3.4 API Reference Guide
ArcGIS.Core.Geometry Namespace / Multipatch Class / GetMaterialTextureRowCount 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 Version

GetMaterialTextureRowCount Method
Gets the number of rows (height in pixels) of the texture contained in the specified material index.
Syntax
public int GetMaterialTextureRowCount( 
   int materialIndex
)

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

The number of rows (height in pixels) of the texture.
Exceptions
ExceptionDescription
The material index must be >= 0.
The material index must be less than the number of materials in the multipatch.
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 material properties of a multipatch
/// <summary>
/// This method gets several properties of a material in a multipatch.
/// </summary>
/// <param name="multipatch">The input multipatch.</param>
/// <param name="patchIndex">The index of the patch (part) from which to get the material properties.</param>
public void GetMaterialProperties(Multipatch multipatch, int patchIndex)
{
  if (multipatch.HasMaterials)
  {
    // Get the material index for the specified patch.
    int materialIndex = multipatch.GetPatchMaterialIndex(patchIndex);

    System.Windows.Media.Color color = multipatch.GetMaterialColor(materialIndex);
    int tranparencyPercent = multipatch.GetMaterialTransparencyPercent(materialIndex);
    bool isBackCulled = multipatch.IsMaterialCullBackFace(materialIndex);

    if (multipatch.IsMaterialTextured(materialIndex))
    {
      int bpp = multipatch.GetMaterialTextureBytesPerPixel(materialIndex);
      int columnCount = multipatch.GetMaterialTextureColumnCount(materialIndex);
      int rowCount = multipatch.GetMaterialTextureRowCount(materialIndex);
    }
  }
}
Requirements

Target Platforms: Windows 11, Windows 10

ArcGIS Pro version: 3 or higher.
See Also