ITextureData


This interface has been removed in release 10.0.0. Use ITexture::IData interface instead.

Represents texture data. Don't store it. The usage is simple. Get by calling Lock on the texture, copy/update data, call Release().

You can find more information in comments below.

class ITextureData
    {
    public:
        virtual int getWidth() = 0; // Return width 
        virtual int getHeight() = 0; // Return height 
        virtual int getPitch() = 0; // Return size of the row of data in bytes 
        virtual unsigned char *getData() = 0; // Return pointer to the data(format depends on used rendering technology) 
        virtual Color getPixel(const int x, const int y) = 0; // Return pixel color value at specified coordinates. This method checks whether coordinates are inside texture 
        // Since 8.0.0 
        virtual Color getPixelFast(const int x, const int y) = 0; // Return pixel color value at specified coordinates. This method does not check whether coordinates are inside texture 
    
        virtual void setPixel(const int x, const int y, const Color &value) = 0; // Set pixel color value at specified coordinates. This method checks whether coordinates are inside texture 
        // Since 8.0.0 
        virtual void setPixelFast(const int x, const int y, const Color &value) = 0; // Set pixel color value at specified coordinates. This method does not check whether coordinates are inside texture 
    
        virtual void Release() = 0; // Destroy instance and apply changes to corresponding texture(if it wasn't created for read only purpose) 
    };
Namespace: nitisa
Include: Nitisa/Interfaces/ITexture.h