Catching up with Lindies part 3
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@@ -100,12 +100,13 @@ public:
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void setSize(S32 width, S32 height, S32 ncomponents);
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void setComponents(S32 ncomponents) { mComponents = (S8)ncomponents ;}
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void setAllowCompression(bool allow) { mAllowCompression = allow; }
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// These 3 functions currently wrap glGenTextures(), glDeleteTextures(), and glTexImage2D()
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// for tracking purposes and will be deprecated in the future
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static void generateTextures(S32 numTextures, U32 *textures);
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static void deleteTextures(S32 numTextures, U32 *textures, bool immediate = false);
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static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels);
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static void setManualImage(U32 target, S32 miplevel, S32 intformat, S32 width, S32 height, U32 pixformat, U32 pixtype, const void *pixels, bool allow_compression = true);
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BOOL createGLTexture() ;
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BOOL createGLTexture(S32 discard_level, const LLImageRaw* imageraw, S32 usename = 0, BOOL to_create = TRUE,
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@@ -202,6 +203,8 @@ private:
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U16 mHeight;
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S8 mCurrentDiscardLevel;
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bool mAllowCompression;
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protected:
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LLGLenum mTarget; // Normally GL_TEXTURE2D, sometimes something else (ex. cube maps)
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LLTexUnit::eTextureType mBindTarget; // Normally TT_TEXTURE, sometimes something else (ex. cube maps)
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@@ -239,6 +242,7 @@ public:
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static U32 sUniqueCount; // Tracks number of unique texture binds for current frame
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static BOOL sGlobalUseAnisotropic;
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static LLImageGL* sDefaultGLTexture ;
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static bool sCompressTextures; //use GL texture compression
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#if DEBUG_MISS
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BOOL mMissed; // Missed on last bind?
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