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Fillwave
10.0.0
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Manager to handle TextureObject1D, TextureObject2D and TextureObject3D objects. More...
#include <TextureSystem.h>
Public Member Functions | |
| TextureSystem (const std::string &rootPath) | |
| void | checkExtensions () |
| flc::Texture2D * | get (const std::string &texturePath) |
| flc::Texture2DRenderable * | getShadow2D (GLuint width, GLuint height) |
| flc::Texture2DRenderable * | getColor2D (GLuint width, GLuint height) |
| flc::Texture2D * | getDeferredColor (GLuint width, GLuint height, GLuint size=1) |
| flc::Texture2D * | getDeferredColorScreen (GLuint width, GLuint height, GLuint size=1) |
| flc::Texture2D * | getDeferredDepth (GLuint width, GLuint height) |
| flc::Texture3D * | get (const std::string &posX, const std::string &negX, const std::string &posY, const std::string &negY, const std::string &posZ, const std::string &negZ) |
| flc::Texture3DRenderable * | getShadow3D (GLuint width, GLuint height) |
| flc::Texture2D * | getDeferredStencilDepth (GLuint width, GLuint height) |
| flc::Texture2DRenderableDynamic * | getDynamic (const std::string &fragmentShaderPath, flc::Program *program, glm::ivec2 screenSize) |
| void | reload () |
| void | populateDynamicTextures (GLfloat timeExpiredInSeconds) |
| void | drawDynamicTextures () |
| void | resizeTextures (GLuint width, GLuint height) |
| void | resize (GLuint width, GLuint height) |
Manager to handle TextureObject1D, TextureObject2D and TextureObject3D objects.
1.8.11