SLProject 4.0.000
SLGLTextureIBL Member List

This is the complete list of members for SLGLTextureIBL, including all inherited members.

_autoCalcTM3DSLGLTextureprotected
_bumpScaleSLGLTextureprotected
_bytesInFileSLGLTextureprotected
_bytesOnGPUSLGLTextureprotected
_bytesPerPixelSLGLTextureprotected
_captureProjectionSLGLTextureIBLprotected
_captureViewsSLGLTextureIBLprotected
_compressedTextureSLGLTextureprotected
_cubeVAOSLGLTextureIBLprotected
_cubeVBOSLGLTextureIBLprotected
_deleteImageAfterBuildSLGLTextureprotected
_depthSLGLTextureprotected
_heightSLGLTextureprotected
_imagesSLGLTextureprotected
_internalFormatSLGLTextureprotected
_mag_filterSLGLTextureprotected
_min_filterSLGLTextureprotected
_mutexSLGLTextureprotected
_nameSLObjectprotected
_needsUpdateSLGLTextureprotected
_quadVAOSLGLTextureIBLprotected
_quadVBOSLGLTextureIBLprotected
_readBackPixelsSLGLTextureIBLprotected
_resizeToPow2SLGLTextureprotected
_shaderProgramSLGLTextureIBLprotected
_sourceTextureSLGLTextureIBLprotected
_targetSLGLTextureprotected
_texIDSLGLTextureprotected
_texTypeSLGLTextureprotected
_tmSLGLTextureprotected
_urlSLObjectprotected
_uvIndexSLGLTextureprotected
_vaoSpriteSLGLTextureprotected
_widthSLGLTextureprotected
_wrap_sSLGLTextureprotected
_wrap_tSLGLTextureprotected
autoCalcTM3D() constSLGLTextureinline
bindActive(SLuint texUnit=0)SLGLTexture
build(SLint texID=0)SLGLTextureIBLvirtual
build2DMipmaps(SLint target, SLuint index)SLGLTexture
bumpScale(SLfloat bs)SLGLTextureinline
bumpScale() constSLGLTextureinline
bytesInFile()SLGLTextureinline
bytesOnGPU()SLGLTextureinline
bytesPerPixel()SLGLTextureinline
calc3DGradients(SLint sampleRadius, const function< void(int)> &onUpdateProgress)SLGLTexture
copyVideoImage(SLint camWidth, SLint camHeight, CVPixelFormatGL glFormat, SLuchar *data, SLbool isContinuous, SLbool isTopLeft)SLGLTexture
copyVideoImage(SLint camWidth, SLint camHeight, CVPixelFormatGL srcFormat, CVPixelFormatGL dstFormat, SLuchar *data, SLbool isContinuous, SLbool isTopLeft)SLGLTexture
cubeUV2XYZ(SLint index, SLfloat u, SLfloat v, SLfloat &x, SLfloat &y, SLfloat &z)SLGLTexture
cubeXYZ2UV(SLfloat x, SLfloat y, SLfloat z, SLint &index, SLfloat &u, SLfloat &v)SLGLTexture
deleteData()SLGLTexture
deleteDataGpu()SLGLTexture
deleteImageAfterBuild(SLbool delImg)SLGLTextureinline
deleteImages()SLGLTexture
depth()SLGLTextureinline
detectType(const SLstring &filename)SLGLTexturestatic
drawSprite(SLbool doUpdate, SLfloat x, SLfloat y, SLfloat w, SLfloat h)SLGLTexture
dudv(SLfloat u, SLfloat v)SLGLTexture
filterString(SLint glFilter)SLGLTexture
fullUpdate()SLGLTexture
getTexelf(SLfloat u, SLfloat v, SLuint imgIndex=0)SLGLTexture
getTexelf(const SLVec3f &cubemapDir)SLGLTexture
hasAlpha()SLGLTextureinline
height()SLGLTextureinline
images()SLGLTextureinline
internalFormatStr(int internalFormat)SLGLTexturestatic
isTexture()SLGLTextureinline
load(const SLstring &filename, SLbool flipVertical=true, SLbool loadGrayscaleIntoAlpha=false)SLGLTextureprotected
load(const SLVCol4f &colors)SLGLTextureprotected
logFramebufferStatus()SLGLTextureIBL
magFiler(SLint magF)SLGLTextureinline
magnificationFilterName()SLGLTextureinline
maxAnisotropySLGLTexturestatic
minFiler(SLint minF)SLGLTextureinline
minificationFilterName()SLGLTextureinline
name(const SLstring &Name)SLObjectinline
name() constSLObjectinline
needsUpdate(SLbool update)SLGLTextureinline
needsUpdate()SLGLTextureinline
readPixels(int width, int height, string name, bool savePNG)SLGLTextureIBLprotected
renderCube()SLGLTextureIBLprotected
renderQuad()SLGLTextureIBLprotected
SLGLTexture()SLGLTexture
SLGLTexture(SLAssetManager *assetMgr, const SLVCol4f &colors, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR, SLint wrapS=GL_REPEAT, const SLstring &name="2D-Texture")SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, SLint min_filter, SLint mag_filter, SLint wrapS, SLint wrapT, SLenum target=GL_TEXTURE_2D)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, unsigned char *data, int width, int height, int cvtype, SLint min_filter, SLint mag_filter, SLTextureType type, SLint wrapS, SLint wrapT)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, const SLstring &imageFilename, SLint min_filter=GL_LINEAR_MIPMAP_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, const SLVstring &imageFilenames, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT, const SLstring &name="3D-Texture", SLbool loadGrayscaleIntoAlpha=false)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, SLint depth, const SLstring &imageFilename, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT, const SLstring &name="3D-Texture", SLbool loadGrayscaleIntoAlpha=false)SLGLTextureexplicit
SLGLTexture(SLAssetManager *assetMgr, const SLstring &imageFilenameXPos, const SLstring &imageFilenameXNeg, const SLstring &imageFilenameYPos, const SLstring &imageFilenameYNeg, const SLstring &imageFilenameZPos, const SLstring &imageFilenameZNeg, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown)SLGLTexture
SLGLTextureIBL()SLGLTextureIBLinline
SLGLTextureIBL(SLAssetManager *assetMgr, SLstring shaderPath, SLGLTexture *sourceTexture, SLVec2i size, SLTextureType texType, SLenum target, SLbool readBackPixels=true, SLint min_filter=GL_LINEAR, SLint mag_filter=GL_LINEAR)SLGLTextureIBL
SLObject(const SLstring &Name="", const SLstring &url="")SLObjectinline
smooth3DGradients(SLint smoothRadius, function< void(int)> onUpdateProgress)SLGLTexture
target() constSLGLTextureinline
texID() constSLGLTextureinline
textureSize(int width, int height)SLGLTextureinline
texType(SLTextureType bt)SLGLTextureinline
texType()SLGLTextureinline
tm()SLGLTextureinline
totalNumBytesOnGPUSLGLTexturestatic
typeName()SLGLTexture
typeShortName()SLGLTexture
url(const SLstring &url)SLObjectinline
url() constSLObjectinline
uvIndex(SLbyte i)SLGLTextureinline
uvIndex()SLGLTextureinline
width()SLGLTextureinline
~SLGLTexture() overrideSLGLTexture
~SLGLTextureIBL()SLGLTextureIBLvirtual
~SLObject()SLObjectinlinevirtual