GFXGLTextureTarget Class Reference#include <gfxGLTextureTarget.h>
Inheritance diagram for GFXGLTextureTarget:
[legend]List of all members.
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Public Member Functions |
| | GFXGLTextureTarget () |
| virtual | ~GFXGLTextureTarget () |
| virtual const Point2I | getSize () |
| | Returns the size in pixels of this rendering target.
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| virtual void | attachTexture (RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset=0) |
| virtual void | attachTexture (RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0) |
| virtual void | clearAttachments () |
| | Detach all bound textures.
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| void | zombify () |
| | When called the resource should destroy all device sensitive information (e.g. D3D resources in D3DPOOL_DEFAULT.
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| void | resurrect () |
| | When called the resource should restore all device sensitive information destroyed by zombify().
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| virtual const String | describeSelf () const |
| | The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer.
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| _GFXGLTargetDesc * | getTargetDesc (RenderSlot slot) const |
| | Returns the internal structure for the given slot. This should only be called by our internal implementations.
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| GLuint | getFramebuffer () const |
| | Returns the framebuffer object we're using, or 0 if our implementation does not use framebuffer objects.
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Static Public Member Functions |
| static void | texCB (GFXTexCallbackCode code, void *userData) |
| | Texture callback.
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Private Member Functions |
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| void | applyState () |
| | These redirect to our internal implementation.
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| void | makeActive () |
| void | finish () |
Private Attributes |
| bool | _needsAux |
| | If true our implementation should use AUX buffers.
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| AutoPtr< _GFXGLTextureTargetImpl > | _impl |
| | Pointer to our internal implementation.
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| AutoPtr< _GFXGLTargetDesc > | mTargets [MaxRenderSlotId] |
| | Array of _GFXGLTargetDesc's, an internal struct used to keep track of texture data.
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| S32 | mTexCallbackHandle |
| | Tex callback handle, used to unregister tex callback on delete.
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Friends |
| class | GFXGLDevice |
Constructor & Destructor Documentation
| GFXGLTextureTarget::GFXGLTextureTarget |
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| virtual GFXGLTextureTarget::~GFXGLTextureTarget |
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[virtual] |
Member Function Documentation
| virtual const Point2I GFXGLTextureTarget::getSize |
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[virtual] |
Returns the size in pixels of this rendering target.
Implements GFXTarget.
| virtual void GFXGLTextureTarget::clearAttachments |
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[virtual] |
Detach all bound textures.
This is a helper function to make it easy to make sure a GFXTextureTarget is entirely empty before you move on to other rendering tasks. Because a GFXTextureTarget will keep references to bound GFXTextureObjects, not clearing can results in resource leaks and hard to track down bugs.
Implements GFXTextureTarget.
| _GFXGLTargetDesc* GFXGLTextureTarget::getTargetDesc |
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RenderSlot |
slot |
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const |
Returns the internal structure for the given slot. This should only be called by our internal implementations.
| GLuint GFXGLTextureTarget::getFramebuffer |
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const |
Returns the framebuffer object we're using, or 0 if our implementation does not use framebuffer objects.
| void GFXGLTextureTarget::zombify |
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[virtual] |
When called the resource should destroy all device sensitive information (e.g. D3D resources in D3DPOOL_DEFAULT.
Implements GFXResource.
| void GFXGLTextureTarget::resurrect |
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[virtual] |
When called the resource should restore all device sensitive information destroyed by zombify().
Implements GFXResource.
| virtual const String GFXGLTextureTarget::describeSelf |
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const [virtual] |
The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer.
Reimplemented from GFXTarget.
Texture callback.
- Parameters:
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| void GFXGLTextureTarget::applyState |
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[private] |
These redirect to our internal implementation.
| void GFXGLTextureTarget::makeActive |
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[private] |
| void GFXGLTextureTarget::finish |
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[private] |
Friends And Related Function Documentation
Member Data Documentation
If true our implementation should use AUX buffers.
Pointer to our internal implementation.
Array of _GFXGLTargetDesc's, an internal struct used to keep track of texture data.
Tex callback handle, used to unregister tex callback on delete.
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