#include <textureGlift.h>
#include <nrro/nrro.h>
Go to the source code of this file.
Enumerations | |
enum | SIM_TEX_PREFERENCE { SIMT_UNKNOWN, SIMT_BEST, SIMT_8BIT, SIMT_16FIXED, SIMT_16FLOAT, SIMT_32FLOAT, SIMT_FORMAT_TYPE_LAST } |
Texture types, SIMT_BEST chooses the highest precision texture, based on the precision of the format of the source data and the highest precision interpolating texture that supports the requested number of components. More... | |
Functions | |
glift::SingleTex * | loadNrrdTexture (char *nrrdTexName, int texType=SIMT_BEST) |
Load a single nrrd texture Check for zero on return value for failure to load. | |
glift::SingleTexSP | loadNrroTexture (const NrroSP n, int texType=SIMT_BEST) |
int | getSimtType (const NrroSP n, int texType=SIMT_BEST) |
glift::SingleTexSP | loadTexture3D (float *data, int sx, int sy, int sz, int comp, int texType=SIMT_BEST) |
Load Texture, explicit, standard texture object state: Linear, clamp to boarder (if applicable) or clamp BEST FITS: Comps Type General Type nv123x Type ATI 9700+ 1 Lumanance HILO16 Fixed16 Lum 2 Lumanance Alpha HILO16 Fixed16 Lum Alpha 3 RGB8 RGB8 RGB16 (FIXED) 4 RGBA8 RGBA8 RGBA16 (FIXED). | |
glift::SingleTexSP | loadTexture3D (char *data, int sx, int sy, int sz, int comp, int texType=SIMT_BEST) |
glift::SingleTex * | loadTexture1D (float *data, int sx, int comp, int texType=SIMT_BEST) |
glift::SingleTex * | loadTexture2D (float *data, int sx, int sy, int comp, int texType=SIMT_BEST) |
GLenum | getInternalFormat (int nComps, int simtType) |
find the best fit texture type, returns the higest precision (best == interpolating) type for the current platform and the number of components requested this function is mostly for internal use, SIMT_BEST is "best" | |
GLenum | getExternalFormat (int nComps, GLenum inFormat=0) |
Get the gl texture format for the reqested number of components you can pass in the internal format if that effects the type of the external format, as it does on NVidia cards, (HILO). |
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Texture types, SIMT_BEST chooses the highest precision texture, based on the precision of the format of the source data and the highest precision interpolating texture that supports the requested number of components.
Definition at line 33 of file simTexture.h. |
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Get the gl texture format for the reqested number of components you can pass in the internal format if that effects the type of the external format, as it does on NVidia cards, (HILO). < unreachable Definition at line 424 of file simTexture.cpp. References derr(), GL_HILO16_NV, GL_HILO_NV, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA, and GLenum. Referenced by loadTexture1D(), loadTexture2D(), and loadTexture3D(). |
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Definition at line 105 of file simTexture.cpp. References derr(), n, SIMT_8BIT, and SIMT_UNKNOWN. Referenced by loadNrroTexture(). |
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Load a single nrrd texture Check for zero on return value for failure to load.
Definition at line 55 of file simTexture.cpp. References derr(), loadNrroTexture(), and n. |
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Definition at line 83 of file simTexture.cpp. References Nrro::CHAR, derr(), getSimtType(), loadTexture3D(), n, and Nrro::UCHAR. Referenced by VolField::genTexture(), and loadNrrdTexture(). |
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< should be unreachable create the tex data object create texture object Definition at line 226 of file simTexture.cpp. References data, getExternalFormat(), getInternalFormat(), GL_FLOAT, GL_TEXTURE_1D, GLenum, glErr(), glift::TS_LINEAR, glift::TS_S_CLAMP_TO_EDGE, glift::TS_T_CLAMP_TO_EDGE, and gutz::vec3i. |
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< should be unreachable create the tex data object create texture object Definition at line 269 of file simTexture.cpp. References data, getExternalFormat(), getInternalFormat(), GL_FLOAT, GL_TEXTURE_2D, GLenum, glErr(), glift::TS_LINEAR, glift::TS_S_CLAMP_TO_EDGE, glift::TS_T_CLAMP_TO_EDGE, and gutz::vec3i. |
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< should be unreachable create the tex data object create texture object Definition at line 178 of file simTexture.cpp. References data, derr(), getExternalFormat(), getInternalFormat(), GL_TEXTURE_3D, GL_UNSIGNED_BYTE, GLenum, glErr(), glift::TS_LINEAR, glift::TS_S_CLAMP_TO_EDGE, glift::TS_T_CLAMP_TO_EDGE, and gutz::vec3i. Referenced by loadNrroTexture(). |
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Load Texture, explicit, standard texture object state: Linear, clamp to boarder (if applicable) or clamp BEST FITS: Comps Type General Type nv123x Type ATI 9700+ 1 Lumanance HILO16 Fixed16 Lum 2 Lumanance Alpha HILO16 Fixed16 Lum Alpha 3 RGB8 RGB8 RGB16 (FIXED) 4 RGBA8 RGBA8 RGBA16 (FIXED). < should be unreachable create the tex data object create texture object Definition at line 135 of file simTexture.cpp. References data, getExternalFormat(), getInternalFormat(), GL_FLOAT, GL_TEXTURE_3D, GLenum, glErr(), glift::TS_LINEAR, glift::TS_S_CLAMP_TO_EDGE, glift::TS_T_CLAMP_TO_EDGE, and gutz::vec3i. |