I\'ve looked around a lot and the only methods I\'ve found for creating a Texture2D from a Bitmap are:
using (MemoryStream s = new MemoryStream())
{
bmp.Sav
they have changed the format from bgra to rgba in XNA 4.0, so that method gives strange colors, the red and blue channels needs to be switched. Here's a method i wrote that is super fast! (loads 1500x 256x256 pixel textures in about 3 seconds).
private Texture2D GetTexture(GraphicsDevice dev, System.Drawing.Bitmap bmp)
{
int[] imgData = new int[bmp.Width * bmp.Height];
Texture2D texture = new Texture2D(dev, bmp.Width, bmp.Height);
unsafe
{
// lock bitmap
System.Drawing.Imaging.BitmapData origdata =
bmp.LockBits(new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, bmp.PixelFormat);
uint* byteData = (uint*)origdata.Scan0;
// Switch bgra -> rgba
for (int i = 0; i < imgData.Length; i++)
{
byteData[i] = (byteData[i] & 0x000000ff) << 16 | (byteData[i] & 0x0000FF00) | (byteData[i] & 0x00FF0000) >> 16 | (byteData[i] & 0xFF000000);
}
// copy data
System.Runtime.InteropServices.Marshal.Copy(origdata.Scan0, imgData, 0, bmp.Width * bmp.Height);
byteData = null;
// unlock bitmap
bmp.UnlockBits(origdata);
}
texture.SetData(imgData);
return texture;
}