Radium Engine
1.5.0
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#include <Engine/Data/Texture.hpp>
Public Attributes | |
std::string | name {} |
Name of the texture. | |
GLenum | target { GL_TEXTURE_2D } |
OpenGL target. | |
size_t | width { 1 } |
width of the texture (s dimension) | |
size_t | height { 1 } |
height of the texture (t dimension) | |
size_t | depth { 1 } |
width of the texture (p dimension) | |
GLenum | format { GL_RGB } |
Format of the external data. | |
GLenum | internalFormat { GL_RGB } |
OpenGL internal format (WARNING, for Integer textures, must be GL_XXX_INTEGER) | |
GLenum | type { GL_UNSIGNED_BYTE } |
Type of the components in external data. | |
GLenum | wrapS { GL_CLAMP_TO_EDGE } |
OpenGL wrap mode in the s direction. | |
GLenum | wrapT { GL_CLAMP_TO_EDGE } |
OpenGL wrap mode in the t direction. | |
GLenum | wrapP { GL_CLAMP_TO_EDGE } |
OpenGL wrap mode in the p direction. | |
GLenum | minFilter { GL_LINEAR } |
OpenGL minification filter ( GL_LINEAR or GL_NEAREST or GL_XXX_MIPMAP_YYY ) | |
GLenum | magFilter { GL_LINEAR } |
OpenGL magnification filter ( GL_LINEAR or GL_NEAREST ) | |
void * | texels { nullptr } |
Describes the content and parameters of a texture. This structures encapsulates all the states used for creating an OpenGL texture. These parameters describe the image data of the texture :
When one wants to create a texture, the first thing to do is to create and fill a Texture parameter structure that will describe the Texture.
The Texture creation could be done either using the TextureManager or directly on the client class/function.
When a texture is created, no OpenGL initialisation is realized. The user must first call initializeGL before being able to use this texture in an OpenGL operation.
MipMap representation of the texture is automatically generated as soon as the minFilter parameter is something else than GL_LINEAR or GL_NEAREST
Definition at line 42 of file Texture.hpp.
void* Ra::Engine::Data::TextureParameters::texels { nullptr } |
External data (ownership is left to caller, not stored after OpenGL texture creation). Note that, for cube-map texture, this is considered as a "void*[6]" array containing the 6 faces of the cube corresponding to the targets.
texels[0] <– GL_TEXTURE_CUBE_MAP_POSITIVE_X
texels[1] <– GL_TEXTURE_CUBE_MAP_NEGATIVE_X
texels[2] <– GL_TEXTURE_CUBE_MAP_POSITIVE_Y
texels[3] <– GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
texels[4] <– GL_TEXTURE_CUBE_MAP_POSITIVE_Z
texels[5] <– GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
Definition at line 80 of file Texture.hpp.