46unsigned int CreateTexture(
unsigned char*
data,
int width,
int height,
int components,
47 const TextureLoadingOptions& options);
49void CreateTexture(Texture& texture,
unsigned char*
data,
int width,
int height,
int components,
50 const TextureLoadingOptions& options = TextureLoadingOptions());
52void LoadCubemapData(Texture& texture, std::vector<unsigned char*>& faces,
int width,
int height,
int components,
53 TextureLoadingOptions& options);
55bool SaveImage(
const char* path,
int width,
int height,
int components,
const unsigned char*
data,
bool flip =
true);
static Rml::UniquePtr< BackendData > data
Definition: RmlUi_Backend_GLFW_GL3.cpp:59
The base class for assets.
Definition: asset.h:157
~Texture()
Definition: texture.cpp:109
Texture()
Definition: texture.cpp:107
unsigned int id
Definition: texture.h:37
int height
Definition: texture.h:36
int width
Definition: texture.h:35
AssetType GetAssetType() override
Definition: texture.h:43
int texture_type
Definition: texture.h:38
unsigned int CreateTexture(unsigned char *data, int width, int height, int components, const TextureLoadingOptions &options)
Definition: texture.cpp:26
bool SaveImage(const char *path, int width, int height, int components, const unsigned char *data, bool flip=true)
Definition: texture.cpp:98
AssetType
Definition: asset.h:31
void LoadCubemapData(Texture &texture, std::vector< unsigned char * > &faces, int width, int height, int components, TextureLoadingOptions &options)
Definition: texture.cpp:64
@ TEXTURE
texture prototype
Definition: assetprototype.h:26
When adding assets, it is extremely crucial that you read cqsp::asset::AssetLoader::LoadResources to ...
Definition: clientctx.h:21
bool mag_filter
Definition: texture.h:30