Image and texture
Line primitive Sprites.
r_texture_allocate
uint r_texture_allocate(PImageFormat format, uint x, uint y, uint z, boolean filter, boolean tile, void *data);
Description: Allocates an image. If z is set to 1 the image will be 2D, if the z is set to R_IB_IMAGE_CUBE a cube map is created where all six sides are x*y resolution. filter, and tiled are booleans that indicates if the resulting image should be filerd and tiled respectivly. The data pointer is a user provided pointer of data to fill up the texture. If data is set to NULL, Relinquish will generate a pattern as a defalut image to aid in debugging.Types:
Enum:
PImageFormat
R_IF_R_UINT8 |
Description: Single chanel texture format with 8 bit integer storage corresponding to a float in GLSL |
R_IF_RG_UINT8 |
Description: Dual chanel texture format with 8 bit integer storage corresponding to a vec2 in GLSL |
R_IF_RGB_UINT8 |
Description: Tripple chanel texture format with 8 bit integer storage corresponding to a vec3 in GLSL |
R_IF_RGBA_UINT8 |
Description: Quadruple chanel texture format with 8 bit integer storage corresponding to a vec4 in GLSL |
R_IF_R_FLOAT16 |
Description: Single chanel texture format with 16 bit floating point storage corresponding to a float in GLSL |
R_IF_RG_FLOAT16 |
Description: Dual chanel texture format with 16 bit floating point storage corresponding to a vec2 in GLSL |
R_IF_RGB_FLOAT16 |
Description: Tripple chanel texture format with 16 bit floating point storage corresponding to a vec3 in GLSL |
R_IF_RGBA_FLOAT16 |
Description: Quadruple chanel texture format with 16 bit floating point storage corresponding to a vec4 in GLSL |
R_IF_R_FLOAT32 |
Description: Single chanel texture format with 32 bit floating point storage corresponding to a float in GLSL |
R_IF_RG_FLOAT32 |
Description: Dual chanel texture format with 32 bit floating point storage corresponding to a vec2 in GLSL |
R_IF_RGB_FLOAT32 |
Description: Tripple chanel texture format with 32 bit floating point storage corresponding to a vec3 in GLSL |
R_IF_RGBA_FLOAT32 |
Description: Quadruple chanel texture format with 32 bit floating point storage corresponding to a vec4 in GLSL |
R_IF_DEPTH16 |
Description: 16 Bit depth map. |
R_IF_DEPTH24 |
Description: 24 Bit depth map. |
R_IF_DEPTH32 |
Description: 32 Bit depth map. |
R_IF_DEPTH24_STENCIL8 |
Description: 24 Bit depth map interleaved with a 8 bit stencil map. |
r_texture_update
void r_texture_update(uint texture_id, PImageFormat format, uint x_offset, uint y_offset, uint z_offset, uint x_size, uint y_size, uint z_size, void *data);
Description: update the content pixels of a textureTypes:
Enum:
PImageFormat
R_IF_R_UINT8 |
Description: Single chanel texture format with 8 bit integer storage corresponding to a float in GLSL |
R_IF_RG_UINT8 |
Description: Dual chanel texture format with 8 bit integer storage corresponding to a vec2 in GLSL |
R_IF_RGB_UINT8 |
Description: Tripple chanel texture format with 8 bit integer storage corresponding to a vec3 in GLSL |
R_IF_RGBA_UINT8 |
Description: Quadruple chanel texture format with 8 bit integer storage corresponding to a vec4 in GLSL |
R_IF_R_FLOAT16 |
Description: Single chanel texture format with 16 bit floating point storage corresponding to a float in GLSL |
R_IF_RG_FLOAT16 |
Description: Dual chanel texture format with 16 bit floating point storage corresponding to a vec2 in GLSL |
R_IF_RGB_FLOAT16 |
Description: Tripple chanel texture format with 16 bit floating point storage corresponding to a vec3 in GLSL |
R_IF_RGBA_FLOAT16 |
Description: Quadruple chanel texture format with 16 bit floating point storage corresponding to a vec4 in GLSL |
R_IF_R_FLOAT32 |
Description: Single chanel texture format with 32 bit floating point storage corresponding to a float in GLSL |
R_IF_RG_FLOAT32 |
Description: Dual chanel texture format with 32 bit floating point storage corresponding to a vec2 in GLSL |
R_IF_RGB_FLOAT32 |
Description: Tripple chanel texture format with 32 bit floating point storage corresponding to a vec3 in GLSL |
R_IF_RGBA_FLOAT32 |
Description: Quadruple chanel texture format with 32 bit floating point storage corresponding to a vec4 in GLSL |
R_IF_DEPTH16 |
Description: 16 Bit depth map. |
R_IF_DEPTH24 |
Description: 24 Bit depth map. |
R_IF_DEPTH32 |
Description: 32 Bit depth map. |
R_IF_DEPTH24_STENCIL8 |
Description: 24 Bit depth map interleaved with a 8 bit stencil map. |
r_texture_free
void r_texture_free(uint texture_id);
Description: Frees a texture.