Corresponding class for Windows platform is here.
Corresponding class for Android platform is here.
Implements single channel texture. Used internally.
You can find more information in comments below. Overrided methods can be found in corresponding base interface.
class CTextureR :public virtual ITexture
{
public:
int getWidth() const override;
int getHeight() const override;
Rect getInvalidRect() const override;
bool isValid() const override;
CLAMP getClamp() const override;
Point getSize() const override;
Rect getRect() const override;
float getWidthf() const override;
float getHeightf() const override;
PointF getSizef() const override;
RectF getRectf() const override;
MIN_FILTER getMinFilter() const override;
MAG_FILTER getMagFilter() const override;
bool setSize(const int width, const int height) override;
bool setClamp(const CLAMP value) override;
bool setMinFilter(const MIN_FILTER value) override;
bool setMagFilter(const MAG_FILTER value) override;
void Release() override;
ITextureData *Lock(const bool readonly) override;
void Invalidate() override;
void Invalidate(const Rect &rect) override;
void Validate() override;
bool Activate(const int index) override;
CTextureR(CRenderer *renderer);
CTextureR(CRenderer *renderer, CTextureR *texture); // Create copy of texture
virtual ~CTextureR();
};
Namespace: | nitisa::standard::linux::opengl |
Include: | Standard/Platform/Linux/OpenGL/TextureR.h |