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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::CreateNew

Syntax

void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 *initialData=0, size_t initialDataByteSize=0, const char *debugName=0);

Initializes this texture object to a new texture.

Parameters

intdepthIf type == Texture3D, this field specifies the depth of the 3D texture, in pixels.

Work in progress:

Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 *initialData=0, size_t initialDataByteSize=0, const char *debugName=0):
How to nicely avoid const_cast?

Syntax

void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0);
void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const Image *initialImageArray, int numInitialImages, const char *debugName=0); [18 lines of code]

Work in progress:

Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0):
Implement support for other texture types!
Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0):
Implement support for GL texture locking!
Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0):
Implement support for GL texture locking!
Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0):
Check ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess flags!
Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0):
Add support for 3D textures!
Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0):
Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0):
ADD EXPLICIT SUPPORT FOR TEXTURE FORMATS!
Todo: in void Texture::CreateNew(int width, int height, int depth, int numMipmaps, TextureType type, TextureFormat format, ResourceUsage usage, bool cpuReadAccess, bool cpuWriteAccess, const u8 **initialSurfaceDataArray, size_t *initialSurfaceDataByteSizes, int numInitialSurfaces, const char *debugName=0):
Improve error reporting.

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