From Art Trevs, "Features of the patch are:
- Implementation of integer textures as in EXT_texture_integer - setBorderColor(Vec4) changed to setBorderColor(Vec4d) to pass double values as border color. (Probably we have to provide an overloading function to still support Vec4f ?) - new method Texture::getInternalFormatType() added. Gives information if the internal format normalized, float, signed integer or unsigned integer. Can help people to write better code ;-) " Futher changes to this submission by Robert Osfield, changed the dirty mipmap flag into a buffer_value<> vector to ensure safe handling of multiple contexts.
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@@ -190,6 +190,12 @@ BEGIN_OBJECT_REFLECTOR(osg::Texture2DArray)
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__void__computeInternalFormat,
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"",
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"");
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I_ProtectedMethod1(void, allocateMipmap, IN, osg::State &, state,
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Properties::VIRTUAL,
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Properties::CONST,
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__void__allocateMipmap__State_R1,
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"Allocate mipmap levels of the texture by subsequent calling of glTexImage* function. ",
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"");
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I_ProtectedMethod6(void, applyTexImage2DArray_subload, IN, osg::State &, state, IN, osg::Image *, image, IN, GLsizei &, inwidth, IN, GLsizei &, inheight, IN, GLsizei &, indepth, IN, GLsizei &, numMipmapLevels,
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Properties::NON_VIRTUAL,
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Properties::CONST,
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