![]() |
Xors3d Engine
|
Defines | |
#define | FLAGS_ALPHA 2 |
#define | FLAGS_ARBG16F 2048 |
#define | FLAGS_ARBG32F 4096 |
#define | FLAGS_CLAMPU 16 |
#define | FLAGS_CLAMPV 32 |
#define | FLAGS_COLOR 1 |
#define | FLAGS_CUBICENVMAP 128 |
#define | FLAGS_MASKED 4 |
#define | FLAGS_MIPMAPPED 8 |
#define | FLAGS_R32F 256 |
#define | FLAGS_SKIPCACHE 512 |
#define | FLAGS_SPHERICALENVMAP 64 |
#define | FLAGS_VOLUMETEXTURE 1024 |
#define FLAGS_COLOR 1 |
Texture will be loaded with color channels.
#define FLAGS_ALPHA 2 |
Texture will be loaded with alpha channel.
#define FLAGS_MASKED 4 |
All black pixels (0xFFFFFFFF color) will be transparent.
#define FLAGS_MIPMAPPED 8 |
Mip-map levels for texture will be generated.
#define FLAGS_CLAMPU 16 |
Any part of a texture that lies outsides the U coordinates of range [0; 1] will not be drawn. Prevents texture-wrapping.
#define FLAGS_CLAMPV 32 |
Any part of a texture that lies outsides the V coordinates of range [0; 1] will not be drawn. Prevents texture-wrapping.
#define FLAGS_SPHERICALENVMAP 64 |
This works by taking a single image, and then applying it to a 3D mesh in such a way that the image appears to be reflected. When used with a texture that contains light sources, it can give some meshes such as a teapot a shiny appearance.
#define FLAGS_CUBICENVMAP 128 |
Cube mapping is similar to spherical mapping, except it uses six images each representing a particular 'face' of an imaginary cube, to give the appearance of an image that perfectly reflects its surroundings.
#define FLAGS_R32F 256 |
Floating-point texture will be created (it uses all 32 bits for a single channel, usual textures use 8 bits per channel). It is necessary for writing scene depth to texture, e.g. for shadow mapping or DOF.
#define FLAGS_SKIPCACHE 512 |
Texture will loaded directly with unique pixels data, not only transforms
#define FLAGS_VOLUMETEXTURE 1024 |
Texture will be loaded as volume. Volumes are organized into slices and can be thought of as width x height 2D surfaces stacked to make a width x height x depth volume. Each slice is a single row. Volumes can have subsequent levels in which the dimensions of each level are truncated to half the dimensions of the previous level.
#define FLAGS_ARBG16F 2048 |
Floating-point texture will be created similar to FLAGS_R32F but it will reserve 16 bit per channel. It is necessary for writing some scene information like pixel position, normal for some shader effects.
#define FLAGS_ARBG32F 4096 |
Floating-point texture will be created similar to FLAGS_R32F but it will reserve 32 bit per channel. It is necessary for writing some scene information like pixel position, normal for some shader effects.