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GAUGE3D::GTexture Class Reference
Represents a texture loaded into the rendering device.
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#include <gauge3d/renderer/texture.h>
Inherits GAUGE3D::GObject.
List of all members.
Public Methods |
virtual | ~GTexture () |
virtual void | Surface (pGSurface surface)=0 |
| Sets the surface data for the texture. More...
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virtual void | Image (pGImage image)=0 |
| Sets the color and (possibly) opacity data for the texture. More...
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Detailed Description
Represents a texture loaded into the rendering device.
A GTexture can be more than just a color map. It can be a complete surface descriptor, including gloss map, elevation map, bump map, etc.
Member Function Documentation
void GAUGE3D::GTexture::Surface (
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pGSurface surface ) [pure virtual]
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Sets the surface data for the texture.
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Note:
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Most hardware requires textures to have power-of-two dimentions. If you specify a surface which contains images that break this rule, the renderer will scale the image up to the next power-of-two dimentions for you. So, don't worry abuot it unless you have load time problems.
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void GAUGE3D::GTexture::Image (
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pGImage image ) [pure virtual]
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Sets the color and (possibly) opacity data for the texture.
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Remarks:
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This is basically the same as specifying a surface which only contains this one image interpreted as a color-opacity map (or just color, if the image has no alpha channel).
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The documentation for this class was generated from the following file:
- gauge3d/renderer/texture.h
Generated at Tue Jan 30 17:07:34 2001 for gauge3d by
1.2.4 written by Dimitri van Heesch,
© 1997-2000