VISH
0.2
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Enum for the storage type of the texture, which will affect memory utilization on the GPU. More...
#include </home/werner/origo/vish/ocean/Anemonia/RenderBasin.hpp>
Enum for the storage type of the texture, which will affect memory utilization on the GPU.
OpenGL specifies a set of texture storage options such as described at http://www.opengl.org/wiki/Image_Format and http://www.opengl.org/registry/specs/ARB/texture_compression.txt
This class tries to match these using a some bit structure clarifying the requestable properties. Not all texture storage format are available through this API, but since the driver implementation is free to chose another storage anyway this might not be of much relevance in practice. Specifying a specific storage layout is anticipated to be easier using this structure.
The intensity texture format replicates the single intensity component value in the red, green, blue, and alpha channels.
Options for color channels in the texture.
Wizt::RenderBasin::TextureStorageFormat::TextureStorageFormat | ( | bool | doAlpha = false , |
ColorMode | theColors = None , |
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BitPrecision | theAlphaBits = Unspecified , |
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BitPrecision | theColorBits = Unspecified , |
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bool | doCompression = true |
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) | [inline] |
Construct a texture storage format.
Note that if both Alpha is false and Colors is set to None, then this texture is interpreted as an Intensity texture which has all four channels set from the same one storage value.
See also isIntensityTexture()
Enable Texture compression, if possible for the specified precision.
http://www.opengl.org/registry/specs/ARB/texture_compression.txt