3D textures

3D textures — Functions for creating and manipulating 3D textures

Synopsis

                    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);

Description

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.

Details

CoglTexture3D

typedef struct _CoglTexture3D CoglTexture3D;

cogl_texture_3d_new_with_size ()

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().

Note

This texture will fail to allocate later if COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also fail if the requested dimensions are not supported by the GPU.

context :

a CoglContext

width :

width of the texture in pixels.

height :

height of the texture in pixels.

depth :

depth of the texture in pixels.

Returns :

A new CoglTexture3D object with no storage yet allocated. [transfer full]

Since 1.10

Stability Level: Unstable


cogl_texture_3d_new_from_bitmap ()

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().

Note

This texture will fail to allocate later if COGL_FEATURE_ID_TEXTURE_3D is not advertised. Allocation can also fail if the requested dimensions are not supported by the GPU.

bitmap :

A CoglBitmap object.

height :

height of the texture in pixels.

depth :

depth of the texture in pixels.

Returns :

a newly created CoglTexture3D. [transfer full]

Since 2.0

Stability Level: Unstable


cogl_texture_3d_new_from_data ()

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.

Note

This api will always immediately allocate GPU memory for the texture and upload the given data so that the 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().

context :

a CoglContext

width :

width of the texture in pixels.

height :

height of the texture in pixels.

depth :

depth of the texture in pixels.

format :

the CoglPixelFormat the buffer is stored in in RAM

rowstride :

the memory offset in bytes between the starts of scanlines in data or 0 to infer it from the width and format

image_stride :

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.

data :

pointer the memory region where the source buffer resides

error :

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


cogl_is_texture_3d ()

CoglBool            cogl_is_texture_3d                  (void *object);

Checks whether the given object references a CoglTexture3D

object :

a CoglObject

Returns :

TRUE if the passed object represents a 3D texture and FALSE otherwise

Since 1.4

Stability Level: Unstable