engine/dgl/gTexManager.h File Reference
#include "platform/platform.h"
#include "platform/platformAssert.h"
#include "platform/platformGL.h"
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Data Structures |
class | TextureObject |
Typedefs |
typedef void(*) | TextureEventCallback (const U32 eventCode, void *userData) |
Enumerations |
enum | TextureHandleType {
BitmapTexture = 0,
BitmapKeepTexture,
BitmapNoDownloadTexture,
RegisteredTexture,
MeshTexture,
TerrainTexture,
SkyTexture,
InteriorTexture,
BumpTexture,
InvertedBumpTexture,
DetailTexture,
ZeroBorderTexture
} |
| Enumerated values for different types of textures Generally speaking, all textures will have mipmaps extruded automatically and use linear magnification and linear_mipmap_nearest minification filtering unless trilinear filtering is enabled. More...
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Typedef Documentation
Enumeration Type Documentation
Enumerated values for different types of textures Generally speaking, all textures will have mipmaps extruded automatically and use linear magnification and linear_mipmap_nearest minification filtering unless trilinear filtering is enabled.
Then, the minification is linear_maipmap_linear. Most texture types have their bitmap data destroyed after texture creation. Also, detail settings affect any of the textures except the ones noted. Detail settings are based on the mip maps, so if the detail level is turned down, the highest resolution detail map will NOT be the one that is in the actual texture file, but one that has been averaged down appropriately.
- Note:
- "Small textures" are a different set of textures, dynamically created with certain texture types whose first mip level is the same as the 4th mip level of the first texture. So, the full res small texture will be the same as the 4th averaged down version of the origional texture.
- Enumerator:
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BitmapTexture |
Regular bitmap - does not to be pow2, but will be converted to pow2, only 1 mip level. |
BitmapKeepTexture |
Same as BitmapTexture, but the data will be kept after creation. |
BitmapNoDownloadTexture |
Same as BitmapTexture except data will not be loaded to OpenGL and cannot be "bound". |
RegisteredTexture |
INTERNAL USE ONLY - texture that has already been created and is just being reinstated. |
MeshTexture |
Has "small textures". |
TerrainTexture |
OFF LIMITS - for terrain engine use only. You WILL cause problems if you use this type. |
SkyTexture |
Hooks into the sky texture detail level. |
InteriorTexture |
Has "small textures" and hooks into the interior texture detail level. |
BumpTexture |
Same as DetailTexture, except colors are halved. |
InvertedBumpTexture |
Same as BumpTexture, except colors are then inverted. |
DetailTexture |
If not palettized, will extrude mipmaps, only used for terrain detail maps. |
ZeroBorderTexture |
Clears the border of the texture on all mip levels. |
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