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Mipmapped array textures
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@@ -49,8 +49,8 @@ public:
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ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, const void* data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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ITextureR* newRenderTexture(size_t width, size_t height,
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bool enableShaderColorBinding, bool enableShaderDepthBinding);
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@@ -220,8 +220,8 @@ struct IGraphicsDataFactory
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newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz)=0;
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virtual ITextureSA*
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newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt,
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const void* data, size_t sz)=0;
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newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, const void* data, size_t sz)=0;
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virtual ITextureD*
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newDynamicTexture(size_t width, size_t height, TextureFormat fmt)=0;
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virtual ITextureR*
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@@ -367,12 +367,15 @@ public:
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IGraphicsBufferD* newPoolBuffer(BufferUse use,
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size_t stride, size_t count)
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{
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return m_factory->newPoolBuffer(m_pool, use, stride, count);
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if (m_factory)
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return m_factory->newPoolBuffer(m_pool, use, stride, count);
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return nullptr;
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}
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void deletePoolBuffer(IGraphicsBufferD* buf)
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{
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m_factory->deletePoolBuffer(m_pool, buf);
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if (m_factory)
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m_factory->deletePoolBuffer(m_pool, buf);
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}
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};
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@@ -53,8 +53,8 @@ public:
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ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, TextureFormat fmt,
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const void* data, size_t sz);
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ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, const void* data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
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ITextureR* newRenderTexture(size_t width, size_t height,
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bool enableShaderColorBinding, bool enableShaderDepthBinding);
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