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Texture[Class Summary]
textureHandle
currentActiveSampler[const]
ctor
~dtor
Deinit()
CreateNew(...) (+2 overloads)
RecreateToNewUsage(...)
ConvertToFormat(...)
Resize(...)
LoadFromFile(...) (+1 overload)
LoadFromBMPFile(...)
LoadFromDDSFile(...)
LoadFromPKMFile(...)
ReloadFromFile()
Width()[const]
Height()[const]
Depth()[const]
Format()[const]
Name()[const]
BitsPerPixel()[const]
NumMipmaps()[const]
SetNumMipmaps(...)
MipLevelWidth(mipLevel)[const]
MipLevelHeight(mipLevel)[const]
GPUSizeBytes()[const]
CPUSizeBytes()[const]
SizeBytes()[const]
BeginDraw(...)
EndDraw(subResourceIndex)
ReadPixels(subResourceIndex)
Clone(...) (+1 overload)
SaveToFile(filename)
DisableMipmaps()
MaxMipLevelCount(width,height)[static]
MipLevelLength(length,mipLevel)[static]
SizeBytes(...)[static]
CopyRegion2D(...)[static]
CopyRegion(...)[static]

Texture::CopyRegion

Syntax

void Texture::CopyRegion(Texture &dst, int dstSubResourceIndex, int dstX, int dstY, int dstZ, Texture &src, int srcSubResourceIndex, int srcX, int srcY, int srcZ, int width, int height, int depth);

Performs a GPU-side blit of a subregion of one 3D texture to another.

Work in progress:

Todo: in void Texture::CopyRegion(Texture &dst, int dstSubResourceIndex, int dstX, int dstY, int dstZ, Texture &src, int srcSubResourceIndex, int srcX, int srcY, int srcZ, int width, int height, int depth):
For genericity, could check z values and do a 2D texture copy if appropriate.
Todo: in void Texture::CopyRegion(Texture &dst, int dstSubResourceIndex, int dstX, int dstY, int dstZ, Texture &src, int srcSubResourceIndex, int srcX, int srcY, int srcZ, int width, int height, int depth):
Add support for 3D textures!

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