Cogl 2.0 Reference Manual | ||||
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Top | Description |
CoglTexture3D; CoglTexture3D * cogl_texture_3d_new_with_size (CoglContext *context
,int width
,int height
,int depth
); CoglTexture3D * cogl_texture_3d_new_from_bitmap (CoglBitmap *bitmap
,int height
,int depth
); CoglTexture3D * cogl_texture_3d_new_from_data (CoglContext *context
,int width
,int height
,int depth
,CoglPixelFormat format
,int rowstride
,int image_stride
,const uint8_t *data
,CoglError **error
); CoglBool cogl_is_texture_3d (void *object
);
These functions allow 3D textures to be used. 3D textures can be thought of as layers of 2D images arranged into a cuboid shape. When choosing a texel from the texture, Cogl will take into account the 'r' texture coordinate to select one of the images.
CoglTexture3D * cogl_texture_3d_new_with_size (CoglContext *context
,int width
,int height
,int depth
);
Creates a low-level CoglTexture3D texture with the specified dimensions and pixel format.
The storage for the texture is not allocated before this function
returns. You can call cogl_texture_allocate()
to explicitly
allocate the underlying storage or preferably let Cogl
automatically allocate storage lazily when it may know more about
how the texture is going to be used and can optimize how it is
allocated.
The texture is still configurable until it has been allocated so
for example you can influence the internal format of the texture
using cogl_texture_set_components()
and
cogl_texture_set_premultiplied()
.
COGL_FEATURE_ID_TEXTURE_3D
is not advertised. Allocation can also
fail if the requested dimensions are not supported by the
GPU.
|
a CoglContext |
|
width of the texture in pixels. |
|
height of the texture in pixels. |
|
depth of the texture in pixels. |
Returns : |
A new CoglTexture3D object with no storage yet allocated. [transfer full] |
Since 1.10
Stability Level: Unstable
CoglTexture3D * cogl_texture_3d_new_from_bitmap (CoglBitmap *bitmap
,int height
,int depth
);
Creates a low-level 3D texture and initializes it with the images
in bitmap
. The images are assumed to be packed together after one
another in the increasing y axis. The height of individual image is
given as height
and the number of images is given in depth
. The
actual height of the bitmap can be larger than height
× depth
. In
this case it assumes there is padding between the images.
The storage for the texture is not allocated before this function
returns. You can call cogl_texture_allocate()
to explicitly
allocate the underlying storage or preferably let Cogl
automatically allocate storage lazily when it may know more about
how the texture is going to be used and can optimize how it is
allocated.
The texture is still configurable until it has been allocated so
for example you can influence the internal format of the texture
using cogl_texture_set_components()
and
cogl_texture_set_premultiplied()
.
COGL_FEATURE_ID_TEXTURE_3D
is not advertised. Allocation can also
fail if the requested dimensions are not supported by the
GPU.
|
A CoglBitmap object. |
|
height of the texture in pixels. |
|
depth of the texture in pixels. |
Returns : |
a newly created CoglTexture3D. [transfer full] |
Since 2.0
Stability Level: Unstable
CoglTexture3D * cogl_texture_3d_new_from_data (CoglContext *context
,int width
,int height
,int depth
,CoglPixelFormat format
,int rowstride
,int image_stride
,const uint8_t *data
,CoglError **error
);
Creates a low-level 3D texture and initializes it with data
. The
data is assumed to be packed array of depth
images. There can be
padding between the images using image_stride
.
data
pointer does
not need to remain valid once this function returns. This means it
is not possible to configure the texture before it is allocated. If
you do need to configure the texture before allocation (to specify
constraints on the internal format for example) then you can
instead create a CoglBitmap for your data and use
cogl_texture_3d_new_from_bitmap()
.
|
a CoglContext |
|
width of the texture in pixels. |
|
height of the texture in pixels. |
|
depth of the texture in pixels. |
|
the CoglPixelFormat the buffer is stored in in RAM |
|
the memory offset in bytes between the starts of
scanlines in data or 0 to infer it from the width and format |
|
the number of bytes from one image to the next. This
can be used to add padding between the images in a similar way
that the rowstride can be used to add padding between
rows. Alternatively 0 can be passed to infer the image_stride
from the height . |
|
pointer the memory region where the source buffer resides |
|
A CoglError return location. |
Returns : |
the newly created CoglTexture3D or
NULL if there was an error and an exception will be
returned through error . [transfer full]
|
Since 1.10
Stability Level: Unstable
CoglBool cogl_is_texture_3d (void *object
);
Checks whether the given object references a CoglTexture3D
|
a CoglObject |
Returns : |
TRUE if the passed object represents a 3D texture
and FALSE otherwise |
Since 1.4
Stability Level: Unstable