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ActuallyLoadImage ( bool checkForPrecompressed, bool fromBackEnd ) : void |
Absolutely every image goes through this path. On exit, the idImage will have a valid OpenGL texture number that can be bound.
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AddReference ( ) : void | ||
Bind ( ) : void |
Automatically enables 2D mapping, cube mapping, or 3D texturing if needed.
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Dispose ( ) : void | ||
Generate ( byte data, int width, int height, TextureFilter filter, bool allowDownSize, TextureRepeat repeat, TextureDepth depth ) : void |
Used by callback functions to specify the actual data data goes from the bottom to the top line of the image, as OpenGL expects it These perform an implicit Bind() on the current texture unit. The alpha channel bytes should be 255 if you don't want the channel. We need a material characteristic to ask for specific texture modes. Designed limitations of flexibility: No support for texture borders. No support for texture border color. No support for texture environment colors or GL_BLEND or GL_DECAL texture environments, because the automatic optimization to single or dual component textures makes those modes potentially undefined. No non-power-of-two images. No palettized textures. There is no way to specify separate wrap/clamp values for S and T. There is no way to specify explicit mip map levels. |
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MakeDefault ( ) : void | ||
Purge ( ) : void |
Frees the texture object, but leaves the structure so it can be reloaded.
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Reload ( bool checkPrecompressed, bool force ) : void | ||
idImage ( string name, ImageLoadCallback generator ) : System | ||
idImage ( string name, TextureType type, TextureFilter filter, TextureRepeat repeat, TextureDepth depth, CubeFiles cubeMap, bool allowDownSize ) : System |
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Dispose ( bool disposing ) : void | ||
StartBackgroundLoad ( ) : void |
public ActuallyLoadImage ( bool checkForPrecompressed, bool fromBackEnd ) : void | ||
checkForPrecompressed | bool | |
fromBackEnd | bool | |
리턴 | void |
public Generate ( byte data, int width, int height, TextureFilter filter, bool allowDownSize, TextureRepeat repeat, TextureDepth depth ) : void | ||
data | byte | |
width | int | |
height | int | |
filter | TextureFilter | |
allowDownSize | bool | |
repeat | TextureRepeat | |
depth | TextureDepth | |
리턴 | void |
public Reload ( bool checkPrecompressed, bool force ) : void | ||
checkPrecompressed | bool | |
force | bool | |
리턴 | void |
public idImage ( string name, ImageLoadCallback generator ) : System | ||
name | string | |
generator | ImageLoadCallback | |
리턴 | System |
public idImage ( string name, TextureType type, TextureFilter filter, TextureRepeat repeat, TextureDepth depth, CubeFiles cubeMap, bool allowDownSize ) : System | ||
name | string | |
type | TextureType | |
filter | TextureFilter | |
repeat | TextureRepeat | |
depth | TextureDepth | |
cubeMap | CubeFiles | |
allowDownSize | bool | |
리턴 | System |