SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
SLGLTexture Member List

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

_autoCalcTM3DSLGLTextureprotected
_bumpScaleSLGLTextureprotected
_bytesInFileSLGLTextureprotected
_bytesOnGPUSLGLTextureprotected
_bytesPerPixelSLGLTextureprotected
_compressedTextureSLGLTextureprotected
_deleteImageAfterBuildSLGLTextureprotected
_depthSLGLTextureprotected
_heightSLGLTextureprotected
_imagesSLGLTextureprotected
_internalFormatSLGLTextureprotected
_mag_filterSLGLTextureprotected
_min_filterSLGLTextureprotected
_mutexSLGLTextureprotected
_nameSLObjectprotected
_needsUpdateSLGLTextureprotected
_resizeToPow2SLGLTextureprotected
_targetSLGLTextureprotected
_texIDSLGLTextureprotected
_texTypeSLGLTextureprotected
_tmSLGLTextureprotected
_urlSLObjectprotected
_uvIndexSLGLTextureprotected
_vaoSpriteSLGLTextureprotected
_widthSLGLTextureprotected
_wrap_sSLGLTextureprotected
_wrap_tSLGLTextureprotected
autoCalcTM3D() constSLGLTextureinline
bindActive(SLuint texUnit=0)SLGLTexture
build(SLint texUnit)SLGLTexturevirtual
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=nullptr)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(SLbool deleteAlsoOnGPU)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
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
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
SLObject(const SLstring &Name="", const SLstring &url="")SLObjectinline
smooth3DGradients(SLint smoothRadius, function< void(int)> onUpdateProgress=nullptr)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
~SLObject()SLObjectinlinevirtual