OpenSceneGraph/doc/doc++/osg/Texture.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>class SG_EXPORT osg::Texture</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.8">
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Texture</A></H2></H2><BLOCKQUOTE>Texture state class which encapsulates OpenGl texture functionality</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CTexture,MTexture.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.110.1">Texture</A></B>()
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.110.2">Texture</A></B>(const <!1><A HREF="Texture.html#DOC.2.110.2">Texture</A>&amp; text, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)
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<DD><I>Copy constructor using CopyOp to manage deep vs shallow copy</I>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.110.3">META_StateAttribute</A></B>(<!1><A HREF="Texture.html">Texture</A>, (<!1><A HREF="StateAttribute.html#DOC.2.102.5">Type</A>)(<!1><A HREF="StateAttribute.html#DOC.2.102.6.2">TEXTURE_0</A>+<!1><A HREF="Texture.html#DOC.2.110.45">_textureUnit</A>))
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual int <B><A HREF="#DOC.2.110.4">compare</A></B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const
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<DD><I>return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs</I>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.110.5">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.102.2">GLModeValue</A> value) const
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.110.6">setImage</A></B>(<!1><A HREF="Image.html">Image</A>* image)
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<DD><I>Set the texture image.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Image.html">Image</A>* <B><A HREF="#DOC.2.110.7">getImage</A></B>()
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<DD><I>Get the texture image.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Image.html">Image</A>* <B><A HREF="#DOC.2.110.8">getImage</A></B>() const
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<DD><I>Get the const texture image.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.110.9">copyTexImage2D</A></B>(<!1><A HREF="State.html">State</A>&amp; state, int <!1><A HREF="Viewport.html#DOC.2.118.7">x</A>, int <!1><A HREF="Viewport.html#DOC.2.118.8">y</A>, int <!1><A HREF="Viewport.html#DOC.2.118.9">width</A>, int <!1><A HREF="Viewport.html#DOC.2.118.10">height</A> )
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<DD><I>Copy pixels into a 2D texture imageAs per glCopyTexImage2D.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.110.10">copyTexSubImage2D</A></B>(<!1><A HREF="State.html">State</A>&amp; state, int xoffset, int yoffset, int <!1><A HREF="Viewport.html#DOC.2.118.7">x</A>, int <!1><A HREF="Viewport.html#DOC.2.118.8">y</A>, int <!1><A HREF="Viewport.html#DOC.2.118.9">width</A>, int <!1><A HREF="Viewport.html#DOC.2.118.10">height</A> )
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<DD><I>Copy a two-dimensional texture subimage.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.110.11">setTextureUnit</A></B>(const unsigned int textureUnit)
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<DD><I>Set the texture unit.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const unsigned int <B><A HREF="#DOC.2.110.12">getTextureUnit</A></B>() const
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<DD><I>get the texture unit</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.110.15">setWrap</A></B>(const <!1><A HREF="Texture.html#DOC.2.110.13">WrapParameter</A> which, const <!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> wrap)
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<DD><I>Set the texture wrap mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> <B><A HREF="#DOC.2.110.16">getWrap</A></B>(const <!1><A HREF="Texture.html#DOC.2.110.13">WrapParameter</A> which) const
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<DD><I>Get the texture wrap mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.110.19">setFilter</A></B>(const <!1><A HREF="Texture.html#DOC.2.110.17">FilterParameter</A> which, const <!1><A HREF="Texture.html#DOC.2.110.18">FilterMode</A> filter)
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<DD><I>Set the texture filter mode</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Texture.html#DOC.2.110.18">FilterMode</A> <B><A HREF="#DOC.2.110.20">getFilter</A></B>(const <!1><A HREF="Texture.html#DOC.2.110.17">FilterParameter</A> which) const
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<DD><I>Get the texture filter mode</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.110.22">setInternalFormatMode</A></B>(const <!1><A HREF="Texture.html#DOC.2.110.21">InternalFormatMode</A> mode)
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<DD><I>Set the internal format mode.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Texture.html#DOC.2.110.21">InternalFormatMode</A> <B><A HREF="#DOC.2.110.23">getInternalFormatMode</A></B>() const
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<DD><I>Get the internal format mode</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.110.24">setInternalFormatValue</A></B>(const int <!1><A HREF="Image.html#DOC.2.41.13">internalFormat</A>)
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<DD><I>Set the internal format to use when creating OpenGL textures.</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const int <B><A HREF="#DOC.2.110.25">getInternalFormatValue</A></B>() const
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<DD><I>Get the internal format to use when creating OpenGL textures</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const uint <B><A HREF="#DOC.2.110.26">getTextureObject</A></B>(const uint contextID) const
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<DD><I>return the OpenGL texture object for specified context</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const uint <B><A HREF="#DOC.2.110.27">getTextureObjectSize</A></B>() const
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<DD><I>return the memory size of texture object.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.110.29">setSubloadMode</A></B>(const <!1><A HREF="Texture.html#DOC.2.110.28">SubloadMode</A> mode)
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<DD><I>Set the texture subload mode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Texture.html#DOC.2.110.28">SubloadMode</A> <B><A HREF="#DOC.2.110.30">getSubloadMode</A></B>() const
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<DD><I>Get the texture subload mode.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.110.31">setSubloadOffset</A></B>(const int <!1><A HREF="Viewport.html#DOC.2.118.7">x</A>, const int <!1><A HREF="Viewport.html#DOC.2.118.8">y</A>)
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<DD><I>Set the texture subload offsets.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.110.32">getSubloadOffset</A></B>(int&amp; <!1><A HREF="Viewport.html#DOC.2.118.7">x</A>, int&amp; <!1><A HREF="Viewport.html#DOC.2.118.8">y</A>) const
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<DD><I>Get the texture subload offsets.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline GLuint&amp; <B><A HREF="#DOC.2.110.33">getHandle</A></B>(const uint contextID) const
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<DD><I>Get the handle to the texture object for the current context</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.110.34">dirtyTextureObject</A></B>()
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<DD><I>Force a recompile on next apply() of associated OpenGL texture objects</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.110.35">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
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<DD><I>On first apply (unless already compiled), create the minmapped texture and bind it, subsequent apply will simple bind to texture</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.110.36">compile</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
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<DD><I>Compile the texture mip maps.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.110.37">applyImmediateMode</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
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<DD><I>Method which does the creation of the texture itself, and does not set or use texture binding.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static void <B><A HREF="#DOC.2.110.38">deleteTextureObject</A></B>(uint contextID, GLuint handle)
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<DD><I>use deleteTextureObject instead of glDeleteTextures to allow OpenGL texture objects to cached until they can be deleted by the OpenGL context in which they were created, specified by contextID</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static void <B><A HREF="#DOC.2.110.39">flushDeletedTextureObjects</A></B>(uint contextID)
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<DD><I>flush all the cached display list which need to be deleted in the OpenGL context related to contextID</I>
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.110.13">WrapParameter</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.110.14">WrapMode</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.110.17">FilterParameter</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.110.18">FilterMode</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.110.21">InternalFormatMode</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>enum <B><A HREF="#DOC.2.110.28">SubloadMode</A></B>
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</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable uint <B><A HREF="#DOC.2.110.43">_textureObjectSize</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Image.html">Image</A>&gt; <B><A HREF="#DOC.2.110.44">_image</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.110.45">_textureUnit</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> <B><A HREF="#DOC.2.110.46">_wrap_s</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> <B><A HREF="#DOC.2.110.47">_wrap_t</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> <B><A HREF="#DOC.2.110.48">_wrap_r</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.110.18">FilterMode</A> <B><A HREF="#DOC.2.110.49">_min_filter</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.110.18">FilterMode</A> <B><A HREF="#DOC.2.110.50">_mag_filter</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.110.21">InternalFormatMode</A> <B><A HREF="#DOC.2.110.51">_internalFormatMode</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.110.52">_internalFormatValue</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable unsigned int <B><A HREF="#DOC.2.110.53">_textureWidth</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>mutable unsigned int <B><A HREF="#DOC.2.110.54">_textureHeight</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Texture.html#DOC.2.110.28">SubloadMode</A> <B><A HREF="#DOC.2.110.55">_subloadMode</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.110.56">_subloadOffsX</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>unsigned int <B><A HREF="#DOC.2.110.57">_subloadOffsY</A></B>
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</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.110.40">~Texture</A></B>()
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</DL></P>
<P><DL>
<DT><H3>Protected Members</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;GLuint&gt; TextureNameList mutable TextureNameList <B><A HREF="#DOC.2.110.41">_handleList</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;uint&gt; ImageModifiedTag mutable ImageModifiedTag <B><A HREF="#DOC.2.110.42">_modifiedTag</A></B>
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<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::map&lt;uint,std::set&lt;uint&gt; &gt;static DeletedTextureObjectCache DeletedTextureObjectCache <B><A HREF="#DOC.2.110.58">s_deletedTextureObjectCache</A></B>
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</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
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<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="Object.html">Object</A>* <B>cloneType</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual <!1><A HREF="Object.html">Object</A>* <B>clone</B>(const <!1><A HREF="CopyOp.html">CopyOp</A>&amp;) const
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<DT>
<IMG ALT="o" SRC=icon2.gif>virtual bool <B>isSameKindAs</B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual const char* <B>className</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.102.5">Type</A> <B>getType</B>() const
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<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>operator < </B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const
<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>operator == </B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const
<DT>
<IMG ALT="o" SRC=icon2.gif>bool <B>operator != </B>(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const
</DL></P>
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<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
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<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>Type</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Types</B>
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</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Texture state class which encapsulates OpenGl texture functionality</BLOCKQUOTE>
<DL>
<A NAME="Texture"></A>
<A NAME="DOC.2.110.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Texture()</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="Texture"></A>
<A NAME="DOC.2.110.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Texture(const <!1><A HREF="Texture.html#DOC.2.110.2">Texture</A>&amp; text, const <!1><A HREF="CopyOp.html">CopyOp</A>&amp; copyop=CopyOp::SHALLOW_COPY)</B></TT>
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<DD>Copy constructor using CopyOp to manage deep vs shallow copy
<DL><DT><DD></DL><P>
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<A NAME="META_StateAttribute"></A>
<A NAME="DOC.2.110.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> META_StateAttribute(<!1><A HREF="Texture.html">Texture</A>, (<!1><A HREF="StateAttribute.html#DOC.2.102.5">Type</A>)(<!1><A HREF="StateAttribute.html#DOC.2.102.6.2">TEXTURE_0</A>+<!1><A HREF="Texture.html#DOC.2.110.45">_textureUnit</A>))</B></TT>
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<DL><DT><DD></DL><P>
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<A NAME="compare"></A>
<A NAME="DOC.2.110.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual int compare(const <!1><A HREF="StateAttribute.html">StateAttribute</A>&amp; rhs) const </B></TT>
<DD>return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs
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<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.110.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.102.2">GLModeValue</A> value) const </B></TT>
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<DL><DT><DD></DL><P>
<A NAME="setImage"></A>
<A NAME="DOC.2.110.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setImage(<!1><A HREF="Image.html">Image</A>* image)</B></TT>
<DD>Set the texture image.
<DL><DT><DD></DL><P>
<A NAME="getImage"></A>
<A NAME="DOC.2.110.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Image.html">Image</A>* getImage()</B></TT>
<DD>Get the texture image.
<DL><DT><DD></DL><P>
<A NAME="getImage"></A>
<A NAME="DOC.2.110.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Image.html">Image</A>* getImage() const </B></TT>
<DD>Get the const texture image.
<DL><DT><DD></DL><P>
<A NAME="copyTexImage2D"></A>
<A NAME="DOC.2.110.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void copyTexImage2D(<!1><A HREF="State.html">State</A>&amp; state, int <!1><A HREF="Viewport.html#DOC.2.118.7">x</A>, int <!1><A HREF="Viewport.html#DOC.2.118.8">y</A>, int <!1><A HREF="Viewport.html#DOC.2.118.9">width</A>, int <!1><A HREF="Viewport.html#DOC.2.118.10">height</A> )</B></TT>
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<DD>Copy pixels into a 2D texture imageAs per glCopyTexImage2D.
Creates an OpenGL texture object from the current OpenGL background
framebuffer contents at pos \a x, \a y with width \a width and
height \a height. \a width and \a height must be a power of two.
<DL><DT><DD></DL><P>
<A NAME="copyTexSubImage2D"></A>
<A NAME="DOC.2.110.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void copyTexSubImage2D(<!1><A HREF="State.html">State</A>&amp; state, int xoffset, int yoffset, int <!1><A HREF="Viewport.html#DOC.2.118.7">x</A>, int <!1><A HREF="Viewport.html#DOC.2.118.8">y</A>, int <!1><A HREF="Viewport.html#DOC.2.118.9">width</A>, int <!1><A HREF="Viewport.html#DOC.2.118.10">height</A> )</B></TT>
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<DD>Copy a two-dimensional texture subimage. As per glCopyTexSubImage2D.
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Updates portion of an existing OpenGL texture object from the current OpenGL background
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framebuffer contents at pos \a x, \a y with width \a width and
height \a height. \a width and \a height must be a power of two,
and writing into the texture with offset \a xoffset and \a yoffset.
<DL><DT><DD></DL><P>
<A NAME="setTextureUnit"></A>
<A NAME="DOC.2.110.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setTextureUnit(const unsigned int textureUnit)</B></TT>
<DD>Set the texture unit.
Valid values are 0,1,2,3.
Default value of texture unit is 0.
note, multi-texturing not fully implemented yet... April 2001.
<DL><DT><DD></DL><P>
<A NAME="getTextureUnit"></A>
<A NAME="DOC.2.110.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const unsigned int getTextureUnit() const </B></TT>
<DD>get the texture unit
<DL><DT><DD></DL><P>
<A NAME="WrapParameter"></A>
<A NAME="DOC.2.110.13"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum WrapParameter</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="WRAP_S"></A>
<A NAME="DOC.2.110.13.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> WRAP_S</B></TT>
<DL><DT><DD></DL><P>
<A NAME="WRAP_T"></A>
<A NAME="DOC.2.110.13.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> WRAP_T</B></TT>
<DL><DT><DD></DL><P>
<A NAME="WRAP_R"></A>
<A NAME="DOC.2.110.13.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> WRAP_R</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="WrapMode"></A>
<A NAME="DOC.2.110.14"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum WrapMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="CLAMP"></A>
<A NAME="DOC.2.110.14.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLAMP</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="CLAMP_TO_EDGE"></A>
<A NAME="DOC.2.110.14.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> CLAMP_TO_EDGE</B></TT>
<DL><DT><DD></DL><P>
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<A NAME="REPEAT"></A>
<A NAME="DOC.2.110.14.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> REPEAT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="MIRROR"></A>
<A NAME="DOC.2.110.14.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MIRROR</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setWrap"></A>
<A NAME="DOC.2.110.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setWrap(const <!1><A HREF="Texture.html#DOC.2.110.13">WrapParameter</A> which, const <!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> wrap)</B></TT>
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<DD>Set the texture wrap mode
<DL><DT><DD></DL><P>
<A NAME="getWrap"></A>
<A NAME="DOC.2.110.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> getWrap(const <!1><A HREF="Texture.html#DOC.2.110.13">WrapParameter</A> which) const </B></TT>
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<DD>Get the texture wrap mode
<DL><DT><DD></DL><P>
<A NAME="FilterParameter"></A>
<A NAME="DOC.2.110.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum FilterParameter</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="MIN_FILTER"></A>
<A NAME="DOC.2.110.17.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MIN_FILTER</B></TT>
<DL><DT><DD></DL><P>
<A NAME="MAG_FILTER"></A>
<A NAME="DOC.2.110.17.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> MAG_FILTER</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="FilterMode"></A>
<A NAME="DOC.2.110.18"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum FilterMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="LINEAR"></A>
<A NAME="DOC.2.110.18.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LINEAR_MIPMAP_LINEAR"></A>
<A NAME="DOC.2.110.18.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINEAR_MIPMAP_LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="LINEAR_MIPMAP_NEAREST"></A>
<A NAME="DOC.2.110.18.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> LINEAR_MIPMAP_NEAREST</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NEAREST"></A>
<A NAME="DOC.2.110.18.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEAREST</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NEAREST_MIPMAP_LINEAR"></A>
<A NAME="DOC.2.110.18.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEAREST_MIPMAP_LINEAR</B></TT>
<DL><DT><DD></DL><P>
<A NAME="NEAREST_MIPMAP_NEAREST"></A>
<A NAME="DOC.2.110.18.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> NEAREST_MIPMAP_NEAREST</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ANISOTROPIC"></A>
<A NAME="DOC.2.110.18.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ANISOTROPIC</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setFilter"></A>
<A NAME="DOC.2.110.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void setFilter(const <!1><A HREF="Texture.html#DOC.2.110.17">FilterParameter</A> which, const <!1><A HREF="Texture.html#DOC.2.110.18">FilterMode</A> filter)</B></TT>
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<DD>Set the texture filter mode
<DL><DT><DD></DL><P>
<A NAME="getFilter"></A>
<A NAME="DOC.2.110.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Texture.html#DOC.2.110.18">FilterMode</A> getFilter(const <!1><A HREF="Texture.html#DOC.2.110.17">FilterParameter</A> which) const </B></TT>
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<DD>Get the texture filter mode
<DL><DT><DD></DL><P>
<A NAME="InternalFormatMode"></A>
<A NAME="DOC.2.110.21"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum InternalFormatMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="USE_IMAGE_DATA_FORMAT"></A>
<A NAME="DOC.2.110.21.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_IMAGE_DATA_FORMAT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_USER_DEFINED_FORMAT"></A>
<A NAME="DOC.2.110.21.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_USER_DEFINED_FORMAT</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_ARB_COMPRESSION"></A>
<A NAME="DOC.2.110.21.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_ARB_COMPRESSION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_S3TC_DXT1_COMPRESSION"></A>
<A NAME="DOC.2.110.21.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_S3TC_DXT1_COMPRESSION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_S3TC_DXT3_COMPRESSION"></A>
<A NAME="DOC.2.110.21.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_S3TC_DXT3_COMPRESSION</B></TT>
<DL><DT><DD></DL><P>
<A NAME="USE_S3TC_DXT5_COMPRESSION"></A>
<A NAME="DOC.2.110.21.6"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> USE_S3TC_DXT5_COMPRESSION</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setInternalFormatMode"></A>
<A NAME="DOC.2.110.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setInternalFormatMode(const <!1><A HREF="Texture.html#DOC.2.110.21">InternalFormatMode</A> mode)</B></TT>
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<DD>Set the internal format mode.
Note, If the mode is set USE_IMAGE_DATA_FORMAT, USE_ARB_COMPRESSION,
USE_S3TC_COMPRESSION the internalFormat is automatically selected,
and will overwrite the previous _internalFormatValue.
<DL><DT><DD></DL><P>
<A NAME="getInternalFormatMode"></A>
<A NAME="DOC.2.110.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Texture.html#DOC.2.110.21">InternalFormatMode</A> getInternalFormatMode() const </B></TT>
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<DD>Get the internal format mode
<DL><DT><DD></DL><P>
<A NAME="setInternalFormatValue"></A>
<A NAME="DOC.2.110.24"></A>
2002-02-09 18:54:18 +08:00
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setInternalFormatValue(const int <!1><A HREF="Image.html#DOC.2.41.13">internalFormat</A>)</B></TT>
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<DD>Set the internal format to use when creating OpenGL textures.
Also sets the internalFormatMode to USE_USER_DEFINED_FORMAT.
<DL><DT><DD></DL><P>
<A NAME="getInternalFormatValue"></A>
<A NAME="DOC.2.110.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const int getInternalFormatValue() const </B></TT>
<DD>Get the internal format to use when creating OpenGL textures
<DL><DT><DD></DL><P>
<A NAME="getTextureObject"></A>
<A NAME="DOC.2.110.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const uint getTextureObject(const uint contextID) const </B></TT>
<DD>return the OpenGL texture object for specified context
<DL><DT><DD></DL><P>
<A NAME="getTextureObjectSize"></A>
<A NAME="DOC.2.110.27"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const uint getTextureObjectSize() const </B></TT>
<DD>return the memory size of texture object.
Texture object size can be used for estimating the cost of
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uploading the texture to graphics hardware, which in turn can
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be used for setting texture residence priorities.
<DL><DT><DD></DL><P>
<A NAME="SubloadMode"></A>
<A NAME="DOC.2.110.28"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>enum SubloadMode</B></TT>
<DL><DT><DD></DL><P><DL>
<A NAME="OFF"></A>
<A NAME="DOC.2.110.28.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> OFF</B></TT>
<DL><DT><DD></DL><P>
<A NAME="AUTO"></A>
<A NAME="DOC.2.110.28.2"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> AUTO</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IF_DIRTY"></A>
<A NAME="DOC.2.110.28.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> IF_DIRTY</B></TT>
<DL><DT><DD></DL><P></DL>
<A NAME="setSubloadMode"></A>
<A NAME="DOC.2.110.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSubloadMode(const <!1><A HREF="Texture.html#DOC.2.110.28">SubloadMode</A> mode)</B></TT>
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<DD>Set the texture subload mode.
<DL><DT><DD></DL><P>
<A NAME="getSubloadMode"></A>
<A NAME="DOC.2.110.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Texture.html#DOC.2.110.28">SubloadMode</A> getSubloadMode() const </B></TT>
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<DD>Get the texture subload mode.
<DL><DT><DD></DL><P>
<A NAME="setSubloadOffset"></A>
<A NAME="DOC.2.110.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSubloadOffset(const int <!1><A HREF="Viewport.html#DOC.2.118.7">x</A>, const int <!1><A HREF="Viewport.html#DOC.2.118.8">y</A>)</B></TT>
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<DD>Set the texture subload offsets.
<DL><DT><DD></DL><P>
<A NAME="getSubloadOffset"></A>
<A NAME="DOC.2.110.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void getSubloadOffset(int&amp; <!1><A HREF="Viewport.html#DOC.2.118.7">x</A>, int&amp; <!1><A HREF="Viewport.html#DOC.2.118.8">y</A>) const </B></TT>
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<DD>Get the texture subload offsets.
<DL><DT><DD></DL><P>
<A NAME="getHandle"></A>
<A NAME="DOC.2.110.33"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline GLuint&amp; getHandle(const uint contextID) const </B></TT>
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<DD>Get the handle to the texture object for the current context
<DL><DT><DD></DL><P>
<A NAME="dirtyTextureObject"></A>
<A NAME="DOC.2.110.34"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void dirtyTextureObject()</B></TT>
<DD>Force a recompile on next apply() of associated OpenGL texture objects
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.110.35"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>On first apply (unless already compiled), create the minmapped
texture and bind it, subsequent apply will simple bind to texture
<DL><DT><DD></DL><P>
<A NAME="compile"></A>
<A NAME="DOC.2.110.36"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void compile(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>Compile the texture mip maps. Implemented by simply calling apply().
<DL><DT><DD></DL><P>
<A NAME="applyImmediateMode"></A>
<A NAME="DOC.2.110.37"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void applyImmediateMode(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>Method which does the creation of the texture itself, and
does not set or use texture binding.
<DL><DT><DD></DL><P>
<A NAME="deleteTextureObject"></A>
<A NAME="DOC.2.110.38"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static void deleteTextureObject(uint contextID, GLuint handle)</B></TT>
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<DD>use deleteTextureObject instead of glDeleteTextures to allow
OpenGL texture objects to cached until they can be deleted
by the OpenGL context in which they were created, specified
by contextID
<DL><DT><DD></DL><P>
<A NAME="flushDeletedTextureObjects"></A>
<A NAME="DOC.2.110.39"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static void flushDeletedTextureObjects(uint contextID)</B></TT>
<DD>flush all the cached display list which need to be deleted
in the OpenGL context related to contextID
<DL><DT><DD></DL><P>
<A NAME="~Texture"></A>
<A NAME="DOC.2.110.40"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Texture()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_handleList"></A>
<A NAME="DOC.2.110.41"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;GLuint&gt; TextureNameList mutable TextureNameList _handleList</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_modifiedTag"></A>
<A NAME="DOC.2.110.42"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;uint&gt; ImageModifiedTag mutable ImageModifiedTag _modifiedTag</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_textureObjectSize"></A>
<A NAME="DOC.2.110.43"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable uint _textureObjectSize</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_image"></A>
<A NAME="DOC.2.110.44"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable <!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;<!1><A HREF="Image.html">Image</A>&gt; _image</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_textureUnit"></A>
<A NAME="DOC.2.110.45"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _textureUnit</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_wrap_s"></A>
<A NAME="DOC.2.110.46"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> _wrap_s</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_wrap_t"></A>
<A NAME="DOC.2.110.47"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> _wrap_t</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_wrap_r"></A>
<A NAME="DOC.2.110.48"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.110.14">WrapMode</A> _wrap_r</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_min_filter"></A>
<A NAME="DOC.2.110.49"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.110.18">FilterMode</A> _min_filter</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_mag_filter"></A>
<A NAME="DOC.2.110.50"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.110.18">FilterMode</A> _mag_filter</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_internalFormatMode"></A>
<A NAME="DOC.2.110.51"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.110.21">InternalFormatMode</A> _internalFormatMode</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_internalFormatValue"></A>
<A NAME="DOC.2.110.52"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _internalFormatValue</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_textureWidth"></A>
<A NAME="DOC.2.110.53"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable unsigned int _textureWidth</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_textureHeight"></A>
<A NAME="DOC.2.110.54"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>mutable unsigned int _textureHeight</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_subloadMode"></A>
<A NAME="DOC.2.110.55"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Texture.html#DOC.2.110.28">SubloadMode</A> _subloadMode</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_subloadOffsX"></A>
<A NAME="DOC.2.110.56"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _subloadOffsX</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_subloadOffsY"></A>
<A NAME="DOC.2.110.57"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>unsigned int _subloadOffsY</B></TT>
<DL><DT><DD></DL><P>
<A NAME="s_deletedTextureObjectCache"></A>
<A NAME="DOC.2.110.58"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::map&lt;uint,std::set&lt;uint&gt; &gt;static DeletedTextureObjectCache DeletedTextureObjectCache s_deletedTextureObjectCache</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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