Corresponding class for Windows platform is here.
Corresponding class for Android platform is here.
Implements single channel texture data. Used internally.
You can find more information in comments below. Overrided methods can be found in corresponding base interface.
class CTextureDataR :public ITextureData
{
public:
int getWidth() override;
int getHeight() override;
int getPitch() override;
unsigned char *getData() override;
Color getPixel(const int x, const int y) override;
Color getPixelFast(const int x, const int y) override;
void setPixel(const int x, const int y, const Color &value) override;
void setPixelFast(const int x, const int y, const Color &value) override;
void Release() override;
CTextureDataR(CTextureR *texture, const bool readonly);
virtual ~CTextureDataR() = default;
};
Namespace: | nitisa::standard::linux::opengl |
Include: | Standard/Platform/Linux/OpenGL/TextureDataR.h |