ArcGIS Pro 3.7 API Reference Guide
ArcGIS.Core.Geometry Namespace / Multipatch Class / GetMaterialTextureCompressionType 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
    GetMaterialTextureCompressionType Method
    In This Topic
    Gets the compression type of the byte buffer for the texture of the specified material.
    Syntax
    Public Function GetMaterialTextureCompressionType( _
       ByVal materialIndex As Integer _
    ) As TextureCompressionType
    public TextureCompressionType GetMaterialTextureCompressionType( 
       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 TextureCompressionType of the byte buffer that is returned from GetMaterialTexture.
    Exceptions
    ExceptionDescription
    The material index must be >= 0.
    The material index must be less than the number of materials in the multipatch.
    Remarks
    If the compression type is TextureCompressionType.CompressionJPEG the buffer is a JPEG image. If the compression type 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.
    Example
    Multipatch Properties
    {
      int patchIndex = 0;
    
      // 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 pointsMultipatch = 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
    {
      int patchIndex = 0;
      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 Home, Pro, Enterprise (64 bit)

    ArcGIS Pro version: 3.0 or higher.
    See Also