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Unigine::Texture Class

Header: #include <UnigineTextures.h>

Interface for handling textures.

Textures are stored on GPU.

Unigine provides different filtering modes of texture samples:

  1. Point filtering
  2. Linear filtering
  3. Bilinear filtering
  4. Trilinear filtering
  5. Anisotropic filtering


They are ordered from the worst visual quality to the best, thus from the least expensive performance cost to the most.

Texture has two sets of flags: sampler and format flags.

Sampler Flags#

Sampler flags can be changed dynamically at runtime for the user materials.

  • SAMPLER_WRAP_CLAMP_X
  • SAMPLER_WRAP_CLAMP_Y
  • SAMPLER_WRAP_CLAMP_Z
  • SAMPLER_WRAP_BORDER_X
  • SAMPLER_WRAP_BORDER_Y
  • SAMPLER_WRAP_BORDER_Z
  • SAMPLER_WRAP_BORDER_ONE
  • SAMPLER_WRAP_BORDER
  • SAMPLER_WRAP_MASK
  • SAMPLER_FILTER_POINT
  • SAMPLER_FILTER_LINEAR
  • SAMPLER_FILTER_BILINEAR
  • SAMPLER_FILTER_TRILINEAR
  • SAMPLER_FILTER_MASK
  • SAMPLER_ANISOTROPY_1
  • SAMPLER_ANISOTROPY_2
  • SAMPLER_ANISOTROPY_4
  • SAMPLER_ANISOTROPY_8
  • SAMPLER_ANISOTROPY_16
  • SAMPLER_ANISOTROPY_MASK
  • SAMPLER_SHADOW_COMPARE
  • SAMPLER_SHADOW_MASK
  • SAMPLER_DEFAULT_FLAGS
  • SAMPLER_FLAGS

Format Flags#

Format flags changes require texture reinitialization to take effect. The format flags are read-only (editable only for the base materials).

  • FORMAT_SRGB
  • FORMAT_SIGNED
  • FORMAT_INTEGER
  • FORMAT_MIPMAPS
  • FORMAT_MASK
  • FORMAT_MULTISAMPLE_2
  • FORMAT_MULTISAMPLE_4
  • FORMAT_MULTISAMPLE_8
  • FORMAT_MULTISAMPLE_16
  • FORMAT_MULTISAMPLE_MASK
  • FORMAT_USAGE_UNORDERED_ACCESS
  • FORMAT_USAGE_RENDER
  • FORMAT_USAGE_IMMUTABLE
  • FORMAT_USAGE_DYNAMIC
  • FORMAT_USAGE_STAGING
  • FORMAT_USAGE_MASK
  • FORMAT_FLAGS

Data Storage (Levels, Layers, Faces)#

A texture's storage contains one or more images with certain dimensions. Each type of texture has a specific arrangement of images in its storage. Textures can have mipmaps - smaller versions of the same image used to help in texture sampling and filtering. Each mipmap level has a separate set of images.

Since a texture stores multiple images, it is important to be able to identify a specific image in a texture. Each image in a texture can be uniquely identified by the following numbers, depending on the texture type:

  • For textures that can have mipmaps, the mipmap level​ that contains the image.
  • For Array Textures, the array layer​ that contains the image.
  • For Cubemap Textures, the face within that array layer and mipmap level.

    Notice
    For Cubemap Array Textures, the layer and face are combined into layer-faces.

Therefore, a texture can be thought of as a three-dimensional array of images. The first index is the mipmap level, the second is the array layer, and the third is the cube map face. Another way to think of it is that a texture has a number of mipmap levels. Each mipmap can have a number of array layers. And each array layer has a number of faces. Every image of a texture can therefore be uniquely referenced by the face, layer, and level indices.

Texture Class

Members


bool is2DType ( ) const#

Returns a value indicating if the texture is 2D texture.

Return value

1 if the texture is 2D; otherwise, 0.

bool is3DType ( ) const#

Returns a value indicating if the texture is 3D texture.

Return value

1 if the texture is 3D; otherwise, 0.

bool isAnisotropy ( ) const#

Checks texture anisotropy.

Return value

1 if the texture filter is anisotropy, otherwise, 0.

bool isArrayType ( ) const#

Returns a value indicating if the texture is Array texture.

Return value

1 if the texture type is an array; otherwise, 0.

bool isColorFormat ( ) const#

Returns a value indicating if the texture is color texture.

Return value

1 if the texture is color texture; otherwise, 0.

bool isCombinedFormat ( ) const#

Returns a value indicating if the texture is stored in a combined format (RGB565, RGBA4, RGB5A1, R24B8, or RGB10A2).

Return value

1 if the texture is in combined format; otherwise, 0.

bool isCompressedFormat ( ) const#

Returns a value indicating if the texture is stored in a compressed format (DXT1, DXT3, DXT5, ATI1, ATI2, ZLC1 or ZLC2).

Return value

1 if the texture is in a compressed format; otherwise, 0.

bool isCubeType ( ) const#

Returns a value indicating if the texture is Cube texture.

Return value

true if the texture type is cube; otherwise, false.

bool isValid ( ) #

Returns a value indicating if the texture is valid (null-pointer check).

Return value

true if the texture is valid; otherwise, false.

void * getD3D11DepthStencilView ( ) const#

Returns Direct3D11 depth stencil view.

void * getD3D11DepthStencilView ( int index ) const#

Returns Direct3D11 depth stencil view.

Arguments

  • int index - Index.

void * getD3D11RenderTargetView ( int index ) const#

Returns Direct3D11 render target view.

Arguments

  • int index - Index.

void * getD3D11RenderTargetView ( ) const#

Returns Direct3D11 render target view.

void * getD3D11ShaderResourceView ( ) const#

Returns Direct3D11 render target view.

void * getD3D11Texture ( ) const#

Returns Direct3D11 texture.

void * getD3D11UnorderedAccessView ( int r32_typeless ) const#

Returns Direct3D11 render target view.

Arguments

  • int r32_typeless

int getDepth ( int level = 0 ) const#

Returns the depth for the given texture mipmap level.

Arguments

Return value

Texture mipmap level depth.

bool isDepthFormat ( ) const#

Returns a value indicating if the texture is depth texture.

Return value

true if the texture is depth texture; otherwise, false.

void setSamplerFlags ( int flags ) #

Sets the specified sampler flags for the texture.

Arguments

  • int flags - Sampler flags to be set, a combination of SAMPLER_* variables.

int getSamplerFlags ( ) const#

Returns the current sampler flags set for the texture.

Return value

Current sampler flags, a combination of SAMPLER_* variables.

int getFormatFlags ( ) const#

Returns the current format flags set for the texture.

Return value

Current format flags, a combination of FORMAT_* variables.

int getAllFlags ( ) const#

Returns all current flags (format and sampler) set for the texture.

Return value

Current texture flags, a combination of FORMAT_* and SAMPLER_* variables.

bool isFloatFormat ( ) const#

Returns a value indicating if the texture is stored in a float format (R32F, RG32F, RGB32F or RGBA32F).

Return value

1 if the texture is in float format; otherwise, 0.

int getFormat ( ) const#

Gets the texture format.

Return value

Texture format.

const char * getFormatName ( ) const#

Gets the texture format name.

Return value

Texture format name.

int getGLInternalFormat ( ) const#

Returns OpenGL internal format.

Return value

OpenGL internal format.

int getGLPixelFormat ( ) const#

Returns OpenGL pixel format.

Return value

OpenGL pixel format.

int getGLPixelType ( ) const#

Returns OpenGL pixel type.

Return value

OpenGL pixel type.

int getGLTarget ( ) const#

Returns OpenGL texture target.

Return value

OpenGL texture target.

int getGLTextureID ( ) const#

Returns OpenGL texture identifier.

Return value

OpenGL texture identifier.

bool isHalfFormat ( ) const#

Returns a value indicating if the texture is stored in a half-float format (R16F, RG16F, RGB16F or RGBA16F).

Return value

1 if the texture is in half-float format; otherwise, 0.

int getHeight ( int level = 0 ) const#

Returns the height for the specified texture mipmap level.

Arguments

Return value

Texture mipmap level height.

bool setImage ( const Ptr<Image> & image ) #

Sets texture data using the data of the specified source image.
Notice
In DX11, when setting the image, the source formats listed below are converted as follows:
  • RGB565 -> RGBA8
  • RGBA4 -> RGBA8
  • RGB5A1 -> RGBA8
  • RGB8 -> RGBA8
  • RGB16 -> RGBA16
  • RGB16U -> RGBA16U
  • RGB16F -> RGBA16F
  • RGB32F -> RGBA32F

Arguments

  • const Ptr<Image> & image - Source image to be used for setting texture data.

Return value

1 if the data was set successfully; otherwise, 0.

bool setImage2D ( const Ptr<Image> & image, int offset_x, int offset_y, int texture_format = -1 ) #

Sets texture data using the data of the specified 2D or 2D array image.
Notice
The following conditions must be satisfied:
  • Both texture and image types must be either 2D or 2D_ARRAY.
  • Texture resolution must be greater or equal to the image resolution.
  • Image and texture mipmap counts must be equal (the same is for layer counts of 2D arrays).

Arguments

  • const Ptr<Image> & image - Source image to be used for setting texture data.
  • int offset_x - Offset along the X axis (in pixels) starting from which the data of the specified image is to be taken. The following condition must be satisfied: offset_x < texture_width - image_width.
  • int offset_y - Offset along the Y axis (in pixels) starting from which the data of the specified image is to be taken. The following condition must be satisfied: offset_y < texture_height - image_height.
  • int texture_format - Texture format identifier (see the FORMAT_* variables), or -1 - auto-detect.

Return value

1 if the data was set successfully; otherwise, 0.

bool setImageLayer ( const Ptr<Image> & image, int layer, int texture_format = -1 ) #

Sets the data of the specified layer of the 2D texture array using the data of the specified 2D image.
Notice
The following conditions must be satisfied:
  • Texture and image must have the same resolution.
  • Image and texture mipmap counts must be equal (the same is for layer counts of 2D arrays).

Arguments

  • const Ptr<Image> & image - Source image to be used for setting the data of the 2D texture array layer.
  • int layer - Number of the 2D texture array layer, for which the data is to be set.
  • int texture_format - Texture format identifier (see the FORMAT_* variables), or -1 - auto-detect.

Return value

1 if the data was set successfully; otherwise, 0.

bool getMultisample ( ) const#

Returns the multisample count.

Return value

Multisample count.

int getNumChannels ( ) const#

Returns the number of channels.

Return value

Number of channels.

int getNumFaces ( ) const#

Returns a number of faces in the texture.

Return value

Number of faces.

int getNumLayers ( ) const#

Returns a number of layers in the texture.

Return value

Number of layers.

int getNumMipmaps ( ) const#

Returns the texture mipmap count.

Return value

Texture mipmap count.

bool isRawFormat ( ) const#

Returns a value indicating if the texture is uncompressed (stored in R8, RG8, RGB8, RGBA8, R16, RG16, RGB16, RGBA16, R16F, RG16F, RGB16F, RGBA16F, R32F, RG32F, RGB32F, RGBA32F, RGB565, RGBA4, RGB5A1, RGB10A2, R24B8, D16, D24, D24S8, D32F, or D32FS8 format).

Return value

1 if the texture is uncompressed; otherwise, 0.

int getType ( ) const#

Gets the texture type.

Return value

Texture type.

const char * getTypeName ( ) const#

Gets the texture type name.

Return value

Texture type name.

bool isUCharFormat ( ) const#

Returns a value indicating if the texture is stored in an unsigned char format (R8, RG8, RGB8, RGBA8, DXT1, DXT3, DXT5, ATI1 or ATI2).

Return value

true if the texture is in unsigned char format; otherwise, false.

bool isUShortFormat ( ) const#

Returns a value indicating if the texture is stored in an unsigned short format (R16, RG16, RGB16 or RGBA16).

Return value

true if the texture is in unsigned short format; otherwise, false.

bool isUIntFormat ( ) const#

Returns a value indicating if the texture is stored in an unsigned integer format (R32U, RG32U, RGB32U or RGBA32U).

Return value

true if the texture is in an unsigned integer format; otherwise, false.

bool isIntegerFormat ( ) const#

Returns a value indicating if the texture is stored in an integer format (unsigned char, unsigned short, or unsigned int).

Return value

true if the texture is in an integer format; otherwise, false.

int getWidth ( int level = 0 ) const#

Returns the width for the specified texture mipmap level.

Arguments

Return value

Texture mipmap level width.

void bindCompute ( int unit ) const#

Binds compute texture.

Arguments

  • int unit - Texture unit.

void bindFragment ( int unit ) const#

Binds fragment texture.

Arguments

  • int unit - Texture unit.

void bindVertex ( int unit ) const#

Binds vertex texture.

Arguments

  • int unit - Texture unit.

void clear ( ) #

Clears texture.

bool copy2D ( int dest_x = 0, int dest_y = 0, int src_x = 0, int src_y = 0, int w = -1, int h = -1 ) #

Copies 2D texture.

Arguments

  • int dest_x - The offset of the source texture along the X-axis.
  • int dest_y - The offset of the source texture along the Y-axis.
  • int src_x - The offset of the destination texture along the X-axis.
  • int src_y - The offset of the destination texture along the Y-axis.
  • int w - The width of the destination texture.
  • int h - The height of the destination texture.

Return value

1 if the texture was copied; otherwise, 0.

bool copyCube ( int face, int dest_x = 0, int dest_y = 0, int src_x = 0, int src_y = 0, int w = -1, int h = -1 ) #

Copies Cube texture.

Arguments

  • int face - The face of the cube.
  • int dest_x - The offset of the source texture along the X-axis.
  • int dest_y - The offset of the source texture along the Y-axis.
  • int src_x - The offset of the destination texture along the X-axis.
  • int src_y - The offset of the destination texture along the Y-axis.
  • int w - The width of the destination texture.
  • int h - The height of the destination texture.

Return value

1 if the texture was copied; otherwise, 0.

static Ptr<Texture> TexturePtr create ( ) #

Texture constructor.

Return value

Pointer to the created texture.

bool create ( const Ptr<Image> & image, int flags = SAMPLER_FILTER_LINEAR ) #

Texture constructor.

Arguments

  • const Ptr<Image> & image - Image pointer.
  • int flags - Texture flags.

Return value

1 if the texture was created successfully; otherwise, 0.

bool create2D ( int width, int height, int format, int flags = SAMPLER_FILTER_LINEAR ) #

Creates 2D texture.

Arguments

  • int width - Texture width.
  • int height - Texture height.
  • int format - Texture format.
  • int flags - Texture flags.

Return value

1 if the texture was created successfully; otherwise, 0.

bool create2DArray ( int width, int height, int num_layers, int format, int flags = SAMPLER_FILTER_LINEAR ) #

Creates 2D Array texture.

Arguments

  • int width - Texture width.
  • int height - Texture height.
  • int num_layers - Texture layers.
  • int format - Texture format.
  • int flags - Texture flags.

Return value

1 if the 2D array texture was created; otherwise, 0.

bool create3D ( int width, int height, int depth, int format, int flags = SAMPLER_FILTER_LINEAR ) #

Creates 3D texture.

Arguments

  • int width - Texture width.
  • int height - Texture height.
  • int depth - Texture depth.
  • int format - Texture format.
  • int flags - Texture flags.

Return value

1 if the 3D texture was created; otherwise, 0.

bool createCube ( int width, int height, int format, int flags = SAMPLER_FILTER_LINEAR ) #

Creates Cube texture.

Arguments

  • int width - Texture width.
  • int height - Texture height.
  • int format - Texture format.
  • int flags - Texture flags.

Return value

1 if the cubemap texture was created; otherwise, 0.

bool createCubeArray ( int width, int height, int num_layers, int format, int flags = SAMPLER_FILTER_LINEAR ) #

Creates Cube Array texture.

Arguments

  • int width - Texture width.
  • int height - Texture height.
  • int num_layers - Texture layers.
  • int format - Texture format.
  • int flags - Texture flags.

Return value

1 if the cubemap texture array was created; otherwise, 0.

bool createMipmaps ( ) #

Creates mipmaps stack.

Return value

1 if the mipmaps stack was created; otherwise, 0.

void destroy ( ) #

Destroys texture.

int fromD3D11Texture2D ( void * ptr, int width, int height, int format, int internal_format, int flags ) #

Creates 2D texture from external D3D11Texture pointer.

Arguments

  • void * ptr - Pointer to the D3D11 texture.
  • int width - Texture width.
  • int height - Texture height.
  • int format - Texture format.
  • int internal_format - Internal texture format.
  • int flags - Texture flags.

Return value

1 if the 2D texture from D3D11 was created; otherwise, 0.

int fromD3D11Texture2D ( void * ptr, int width, int height, int format, int flags ) #

Creates 2D texture from external D3D11Texture pointer.

Arguments

  • void * ptr - Pointer to the D3D11 texture.
  • int width - Texture width.
  • int height - Texture height.
  • int format - Texture format.
  • int flags - Texture flags.

Return value

1 if the 2D texture from D3D11 was created; otherwise, 0.

int fromGLTexture2D ( unsigned int tex_id, int width, int height, int format, int flags ) #

Creates texture from external GL texture ID.

Arguments

  • unsigned int tex_id - External GL texture ID
  • int width - Texture width.
  • int height - Texture height.
  • int format - Texture format.
  • int flags - Texture flags.

Return value

1 if the 2D texture from external GL texture ID was created; otherwise, 0.

int fromGLTexture2D ( unsigned int tex_id, int width, int height, int format, int internal_format, int flags ) #

Creates texture from external GL texture ID

Arguments

  • unsigned int tex_id - External GL texture ID
  • int width - Texture width.
  • int height - Texture height.
  • int format - Texture format.
  • int internal_format - Internal texture format.
  • int flags - Texture flags.

Return value

1 if the 2D texture from external GL texture ID was created; otherwise, 0.

bool load ( const char * name, int flags = SAMPLER_FILTER_LINEAR ) #

Loads texture from file.

Arguments

  • const char * name - File name.
  • int flags - Texture flags.

Return value

1 if the texture was loaded; otherwise, 0.

void render2D ( float x0 = -1.0f, float y0 = -1.0f, float x1 = 1.0f, float y1 = 1.0f ) #

Renders 2D texture. This function creates 4 vertices (2 polygons) by using 2 X-coordinates and 2 Y-coordinates and sends it to be rendered.

Arguments

  • float x0 - The first X-coordinate.
  • float y0 - The first Y-coordinate.
  • float x1 - The second X-coordinate.
  • float y1 - The second Y-coordinate.

void render2DArray ( int layer, float x0 = -1.0f, float y0 = -1.0f, float x1 = 1.0f, float y1 = 1.0f ) #

Renders 2D Array texture. This function creates 4 vertices (2 polygons) of the texture layer by using 2 X-coordinates and 2 Y-coordinates and sends it to be rendered.

Arguments

  • int layer - The number of layer.
  • float x0 - The first X-coordinate.
  • float y0 - The first Y-coordinate.
  • float x1 - The second X-coordinate.
  • float y1 - The second Y-coordinate.

void render2DScreen ( float x0 = -1.0f, float y0 = -1.0f, float x1 = 1.0f, float y1 = 1.0f ) #

Renders 2D Screen texture. This function creates 3 vertices (1 polygon) and and sends texture to be rendered inside the polygon to avoid artifacts on the edge of 2 polygons if the anti-aliasing is used.

Arguments

  • float x0 - The first X-coordinate.
  • float y0 - The first Y-coordinate.
  • float x1 - The second X-coordinate.
  • float y1 - The second Y-coordinate.

void renderCube ( int face, float x0 = -1.0f, float y0 = -1.0f, float x1 = 1.0f, float y1 = 1.0f ) #

Renders Cube texture. This function creates 4 vertices (2 polygons) of the given face of the cube texture by using 2 X-coordinates and 2 Y-coordinates and sends it to be rendered.

Arguments

  • int face - The face of the cube.
  • float x0 - The first X-coordinate.
  • float y0 - The first Y-coordinate.
  • float x1 - The second X-coordinate.
  • float y1 - The second Y-coordinate.

void renderCubeArray ( int face, int layer, float x0 = -1.0f, float y0 = -1.0f, float x1 = 1.0f, float y1 = 1.0f ) #

Renders Cube Array texture. This function creates 4 vertices (2 polygons) of the given face of the cube texture layer by using 2 X-coordinates and 2 Y-coordinates and sends it to be rendered.

Arguments

  • int face - The face of the cube.
  • int layer - The layer number.
  • float x0 - The first X-coordinate.
  • float y0 - The first Y-coordinate.
  • float x1 - The second X-coordinate.
  • float y1 - The second Y-coordinate.

void unbindCompute ( int unit ) const#

Unbinds compute texture.

Arguments

  • int unit - Texture unit.

void unbindFragment ( int unit ) const#

Unbinds fragment texture.

Arguments

  • int unit - Texture unit.

void unbindVertex ( int unit ) const#

Unbinds vertex texture.

Arguments

  • int unit - Texture unit.

int formatImageToTexture ( int image_format, int flags ) #

Returns the texture format corresponding to the specified image format.

Arguments

  • int image_format - Image format identifier (see the FORMAT_* variables) or 0 if the specified texture format is unknown.
  • int flags - Unsigned format flag. 1 to interpret integer image format as unsigned, 0 - as signed.

Return value

Texture format identifier (see the FORMAT_* variables) or 0 if the specified image format is unknown.

int formatTextureToImage ( int texture_format ) #

Returns the image format corresponding to the specified texture format.

Arguments

  • int texture_format - Texture format identifier (see the FORMAT_* variables).

Return value

Image format identifier (see the FORMAT_* variables) or 0 if the specified texture format is unknown.

int typeTextureToImage ( int texture_type ) #

Returns the image type corresponding to the specified texture type.

Arguments

  • int texture_type - Texture type identifier (see the TEXTURE_* variables).

Return value

Image type identifier (see the IMAGE_* variables) or 0 if the specified texture type is unknown.

int getImageFormat ( ) const#

Returns the image format corresponding to the current texture format.

Return value

Image format identifier (see the FORMAT_* variables) or 0 if the specified texture format is unknown.

void clearBuffer ( ) #

Clears all levels of the texture image (fills all its elements with 0-values).

void clearBuffer ( const Math::vec4 & color ) #

Clears all levels of the texture image (fills all its elements with the clecified color values).

Arguments

  • const Math::vec4 & color - Color to be used to fill the buffer.

void swap ( const Ptr<Texture> & texture ) #

Swaps the data of the current texture with the source texture.

Arguments

  • const Ptr<Texture> & texture - Source texture.

bool copy ( const Ptr<Texture> & src ) #

Copies the data of the source texture to the texture.

Arguments

  • const Ptr<Texture> & src - Source texture.

Return value

1 if the data of the source texture is copied successfully; otherwise, 0.

void setDebugName ( const char * name ) #

Sets a friendly name for GPU debugging (RenderDoc, NVIDIA Nsight). It can be used to help you determine if the corresponding object interface pointer caused the leak. Memory leaks are reported by the debug software layer by outputting a list of object interface pointers along with their friendly names.

Arguments

  • const char * name - Friendly debug name to be set.

const char * getDebugName ( ) const#

Returns the currently used friendly name for GPU debugging (RenderDoc, NVIDIA Nsight). It can be used to help you determine if the corresponding object interface pointer caused the leak. Memory leaks are reported by the debug software layer by outputting a list of object interface pointers along with their friendly names.

Return value

Friendly debug name.

size_t getVideoMemoryUsage ( int width, int height, int format, int num_mipmaps, int flags, int num_faces, int num_layers, int depth ) #

Returns the amount of memory occupied by a texture with the specified parameters.

Arguments

  • int width - Texture width, in pixels.
  • int height - Texture height, in pixels.
  • int format - Texture format.
  • int num_mipmaps - Number of mipmaps in the texture.
  • int flags - Texture flags.
  • int num_faces - Number of faces in the texture.
  • int num_layers - Number of layers in the texture.
  • int depth - Texture depth.

Return value

Texture size, in bytes.

bool copyRegion ( const Ptr<Texture> & src, const Math::ivec3 & src_coords, int src_level, const Math::ivec3 & dest_coords, int dest_level, int width, int height, int depth ) #

Copies the specified region from the source texture.

Arguments

  • const Ptr<Texture> & src - Source texture from which the data is to be copied.
  • const Math::ivec3 & src_coords - Coordinates in the source texture starting from which the region's data is to be taken.
  • int src_level - Source texture mipmap level number in the range from 0 to the total number of mipmaps.
  • const Math::ivec3 & dest_coords - Coordinates in the texture starting from which the data from the source texture is to be pasted.
  • int dest_level - Target mipmap level number in the range from 0 to the total number of mipmaps.
  • int width - Width of the region to be copied, in pixels.
  • int height - Height of the region to be copied, in pixels.
  • int depth - Depth of the region to be copied, in pixels.

Return value

true if the specified region was successfully copied from the source to the destination; otherwise, false.

bool setBlob ( const Ptr<Blob> & blob ) const#

Sets texture data from the specified source blob.

Arguments

  • const Ptr<Blob> & blob - Source blob containing texture data.

Return value

true if the data was set successfully; otherwise, false.

void setOwnership ( bool ownership ) #

Sets the engine ownership flag for the texture. If the flag is set the Engine takes care of the texture as if it was created by the Engine, otherwise the user should manage the texture manually.

Arguments

  • bool ownership - true to enable the Engine to automatically manage the lifetime of the texture and memory used; false to manage the texture manually (destroy the object, do all necessary memory cleanup).

bool isOwnership ( ) const#

Returns the ownership flag that defines if the texture is to be automatically managed by the Engine. If the flag is set the Engine takes care of the texture as if it was created by the Engine, otherwise the user should manage the texture manually.

Return value

true if the Engine automatically manages the lifetime of the texture and memory used; otherwise, false - user should manage the texture manually (destroy the object, do all necessary memory cleanup).
Last update: 2023-12-01
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