txtmgr.h File Reference
Texture manager interface. More...
#include "csutil/scf.h"
Go to the source code of this file.
Classes | |
struct | iRendererLightmap |
A lightmap registered with a renderer. More... | |
struct | iSuperLightmap |
A super light map. More... | |
struct | iTextureManager |
This is the standard texture manager interface. More... | |
Texture registration flags. | |
During texture registration you should tell the manager which way you're going to use the texture: whenever you're going to use it for 2D (DrawPixmap ()), for 3D (DrawPolygon ()), whenever the texture will be dynamically modified. | |
#define | CS_TEXTURE_2D 0x00000001 |
You're going to use the texture for 2D drawing. | |
#define | CS_TEXTURE_3D 0x00000002 |
You're going to use the texture for 3D drawing. | |
#define | CS_TEXTURE_CLAMP 0x00000010 |
This texture will not be tiled, and color lookups outside the 0. | |
#define | CS_TEXTURE_DITHER 0x00000004 |
Dither texture or not. | |
#define | CS_TEXTURE_NOFILTER 0x00000020 |
This texture will not be filtered, even if texture filtering is available. | |
#define | CS_TEXTURE_NOMIPMAPS 0x00000008 |
Create mipmaps for this texture? Sometimes we know in advance that some texture will need just one mipmap (or we just don't care about the mipmapping artifacts because of, say, how texture is looking (smoothed etc)). | |
#define | CS_TEXTURE_NPOTS 0x00000040 |
Store texture as non-power-of-two sized (NPOTS) if possible. |
Detailed Description
Texture manager interface.
Definition in file txtmgr.h.
Define Documentation
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You're going to use the texture for 2D drawing.
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You're going to use the texture for 3D drawing.
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This texture will not be tiled, and color lookups outside the 0. .1 range will be clamped to the edge of the texture. |
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Dither texture or not. Some renderers may use dithering while converting textures to internal format (say from truecolor to 8-bit paletted). For most textures dithering won't give any visual effect, but very seldom there are textures that looks relatively bad after being converted. In this case you can enable this per-texture flag. |
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This texture will not be filtered, even if texture filtering is available.
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Create mipmaps for this texture? Sometimes we know in advance that some texture will need just one mipmap (or we just don't care about the mipmapping artifacts because of, say, how texture is looking (smoothed etc)). This flag is a hint for texture manager so that it will know this. Note that if texture is not registered for 3D usage (i.e. if CS_TEXTURE_3D is not set) this flag does not matter - 2D textures do not use mipmaps. |
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Store texture as non-power-of-two sized (NPOTS) if possible.
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