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| Texture::CreateNewSyntaxvoid 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. ParametersintdepthIf 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? Syntaxvoid 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. Leave a Comment |