OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
OgreImageResampler.h File Reference
#include <algorithm>

Classes

struct  Ogre::LinearResampler
 
struct  Ogre::LinearResampler_Byte< channels >
 
struct  Ogre::LinearResampler_Float32
 
struct  Ogre::NearestResampler< elemsize >
 

Namespaces

 Ogre
 

Macros

#define ACCUM1(x, y, z, factor)
 
#define ACCUM2(x, y, z, factor)
 
#define ACCUM3(x, y, z, factor)
 
#define ACCUM4(x, y, z, factor)
 
#define UNPACK(dst, x, y, z)
 

Macro Definition Documentation

◆ ACCUM1

#define ACCUM1 (   x,
  y,
  z,
  factor 
)
Value:
{ float f = factor; \
float *psrc = (float*)(srcdata + x * srcelemsize + y * src.bytesPerRow + z * src.bytesPerImage); \
accum[0] += f * psrc[0]; }

◆ ACCUM2

#define ACCUM2 (   x,
  y,
  z,
  factor 
)
Value:
{ float f = factor; \
float *psrc = (float*)(srcdata + x * srcelemsize + y * src.bytesPerRow + z * src.bytesPerImage); \
accum[0] += f * psrc[0]; accum[1] += f * psrc[1]; }

◆ ACCUM3

#define ACCUM3 (   x,
  y,
  z,
  factor 
)
Value:
{ float f = factor; \
float *psrc = (float*)(srcdata + x * srcelemsize + y * src.bytesPerRow + z * src.bytesPerImage); \
accum[0] += f * psrc[0]; accum[1] += f * psrc[1]; accum[2] += f * psrc[2]; }

◆ ACCUM4

#define ACCUM4 (   x,
  y,
  z,
  factor 
)
Value:
{ float f = factor; \
float *psrc = (float*)(srcdata + x * srcelemsize + y * src.bytesPerRow + z * src.bytesPerImage); \
accum[0] += f*psrc[0]; accum[1] += f*psrc[1]; accum[2] += f*psrc[2]; accum[3] += f*psrc[3]; }

◆ UNPACK

#define UNPACK (   dst,
  x,
  y,
 
)
Value:
PixelFormatGpuUtils::unpackColour(&dst, srcFormat, \
srcdata + srcelemsize*(x)+(y)*src.bytesPerRow+(z)*src.bytesPerImage)