VISH  0.2
Public Types | Public Member Functions | Public Attributes
Wizt::RenderBasin::TextureStorageFormat Struct Reference

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>

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Detailed Description

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.


Member Enumeration Documentation

The numerical precision of the textur.

Enumerator:
Unspecified 

leave to driver implementation

Bit4 

4 Bit

Bit8 

8 Bit

Bit12 

12 Bit

Bit16 

16 Bit integer

HalfFloat 

16 bit floating point format

Float 

32 bit floating point format

Options for color channels in the texture.

Enumerator:
None 

no colors

Gray 

same color for red, green, blue

Rgb 

include three separate channels for red, green, blue

Automatic 

Let the implementation figure out something itself.


Constructor & Destructor Documentation

Wizt::RenderBasin::TextureStorageFormat::TextureStorageFormat ( bool  doAlpha = false,
ColorMode  theColors = None,
BitPrecision  theAlphaBits = Unspecified,
BitPrecision  theColorBits = Unspecified,
bool  doCompression = true 
) [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()


Member Data Documentation

Enable Texture compression, if possible for the specified precision.

http://www.opengl.org/registry/specs/ARB/texture_compression.txt


The documentation for this struct was generated from the following file: