#include <dms/Texture.h> Texture(GLint wrap=GL_REPEAT, GLint min=GL_LINEAR, GLint mag=GL_LINEAR); virtual ~Texture(void); virtual void apply(void) = 0; virtual void disable(void) = 0; void setMinFilter(GLint); void setMagFilter(GLint); void setWrapS(GLint); void setWrapT(GLint); void setWrapR(GLint); void setWrap(GLint v); GLint minFilter(void) const; GLint magFilter(void) const; GLint wrapS(void) const; GLint wrapT(void) const; GLint wrapR(void) const;
Texture(GLint wrap, GLint min, GLint mag)
By default, the constructor creates a Texture that uses GL_REPEAT wrapping,
and GL_LINEAR minification and magnification filters.
Since Texture is an abstract class, its constructor is never called
directly; it is called by its derived classes' constructors, such as for
Texture2D.
void apply(void)
apply() is a function that must be defined by derived classes. It is used to enable the texture.
void disable(void)
apply() is a function that must be defined by derived classes. It is used to turn off the texture.
void setMinFilter(GLint filter) GLint minFilter(void)
Sets / returns the minification filter for the texture. Valid arguments
are those that can be used for the GL_TEXTURE_MIN_FILTER option of
glTexParameter().
Example:
texture.setMinFilter(GL_LINEAR_MIPMAP_LINEAR);
void setMagFilter(GLint filter) GLint magFilter(void)
Sets / returns the magnification filter for the texture. Valid arguments
are those that can be used for the GL_TEXTURE_MAG_FILTER option of
glTexParameter().
Example:
texture.setMagFilter(GL_NEAREST);
void setWrapS(GLint mode) void setWrapT(GLint mode) void setWrapR(GLint mode) GLint wrapS(void) GLint wrapT(void) GLint wrapR(void)
Sets / returns the texture wrapping mode for the S, R, or T texture
coordinate. Valid arguments are GL_REPEAT, GL_CLAMP, and GL_CLAMP_TO_EDGE.
Example:
texture.setWrapS(GL_REPEAT); texture.setWrapT(GL_CLAMP);
void setWrap(GLint mode)
Sets all of the texture wrapping modes to the given value.
Valid arguments are GL_REPEAT, GL_CLAMP, and GL_CLAMP_TO_EDGE.
Example:
texture.setWrap(GL_CLAMP);