Add some docs for mipmap level access.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3272 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -94,7 +94,11 @@ public:
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pixels. After lock() has been called and all operations on the pixels
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are done, you must call unlock().
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Locks are not accumulating, hence one unlock will do for an arbitrary
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number of previous locks.
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number of previous locks. You should avoid locking different levels without
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unlocking inbetween, though, because only the last level locked will be
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unlocked.
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The size of the i-th mipmap level is defined as max(getSize().Width>>i,1)
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and max(getSize().Height>>i,1)
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\param readOnly Specifies that no changes to the locked texture are
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made. Unspecified behavior will arise if still write access happens.
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\param mipmapLevel Number of the mipmapLevel to lock. 0 is main texture.
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@ -105,7 +109,8 @@ public:
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virtual void* lock(bool readOnly = false, u32 mipmapLevel=0) = 0;
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//! Unlock function. Must be called after a lock() to the texture.
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/** One should avoid to call unlock more than once before another lock. */
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/** One should avoid to call unlock more than once before another lock.
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The last locked mip level will be unlocked. */
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virtual void unlock() = 0;
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//! Get original size of the texture.
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@ -133,7 +138,7 @@ public:
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/** \return The color format of texture. */
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virtual ECOLOR_FORMAT getColorFormat() const = 0;
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//! Get pitch of texture (in bytes).
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//! Get pitch of the main texture (in bytes).
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/** The pitch is the amount of bytes used for a row of pixels in a
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texture.
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\return Pitch of texture in bytes. */
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@ -149,11 +154,19 @@ public:
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}
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//! Regenerates the mip map levels of the texture.
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/** Required after modifying the texture, usually after calling unlock(). */
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/** Required after modifying the texture, usually after calling unlock().
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\param mipmapData Optional parameter to pass in image data which will be
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used instead of the previously stored or automatically generated mipmap
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data. The data has to be a continuous pixel data for all mipmaps until
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1x1 pixel. Each mipmap has to be half the width and height of the previous
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level. At least one pixel will be always kept.*/
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virtual void regenerateMipMapLevels(void* mipmapData=0) = 0;
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//! Check whether the texture is a render target
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/** \return True if this is a render target, otherwise false. */
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/** Render targets can be set as such in the video driver, in order to
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render a scene into the texture. Once unbound as render target, they can
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be used just as usual textures again.
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\return True if this is a render target, otherwise false. */
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virtual bool isRenderTarget() const { return false; }
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//! Get name of texture (in most cases this is the filename)
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