uniform color data, usually used to color the surface of a 3d model, but also used for height maps, volumetric lights etc.
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#include <texture.h>
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| texture ()=default |
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uniform color data, usually used to color the surface of a 3d model, but also used for height maps, volumetric lights etc.
◆ format
format of data in the component_type array
Enumerator |
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grey | a sequence of 1 channel, single byte color: grey, ...
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rg | a sequence of 2 channels, single byte colors: red, green, ...
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rgb | a sequence of 3 channels, single byte colors: red, green, blue, ...
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rgba | a sequence of 4 channels, single byte colors: red, green, blue, alpha, ...
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◆ wrap_mode
behavior when sampling outside of the normalized texture range (u0-1, v0-1)
Enumerator |
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clamped | returns the closest value in range. e.g: {0, 2} OR {0, 1.1} would sample {0, 1}
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repeat | sampled values repeat. e.g: {2,2}, {3,3}, 100,100} would all sample {1,1}
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mirrored | every odd whole value flips the index of the sampled value. {1.25, 0.5} would sample {0.75, 0.5}
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◆ update_data() [1/2]
◆ update_data() [2/2]
virtual void gdk::texture::update_data |
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const texture_data::view & | , |
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const size_t | offsetX, |
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const size_t | offsetY ) |
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pure virtual |
update a section of texture data \warn formats must match \warn new data must be kept within bounds of the existing data
Implemented in gdk::webgl1es2_texture.
The documentation for this class was generated from the following file:
- /home/deck/Workspace/gdk-test_game/thirdparty/gdk-graphics/include/gdk/texture.h