#include <OgreTextureDefinition.h>
◆ BufferDefinition()
Ogre::TextureDefinitionBase::BufferDefinition::BufferDefinition |
( |
IdString |
_name, |
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|
size_t |
_numElements, |
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|
uint32 |
_bytesPerElement, |
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|
uint32 |
_bindFlags, |
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|
float |
_widthFactor, |
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|
float |
_heightFactor |
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) |
| |
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inline |
◆ _setName()
void Ogre::TextureDefinitionBase::BufferDefinition::_setName |
( |
IdString |
newName | ) |
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inline |
Do not call directly.
- See also
- TextureDefinition::renameBuffer instead.
◆ getName()
IdString Ogre::TextureDefinitionBase::BufferDefinition::getName |
( |
| ) |
const |
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inline |
◆ bindFlags
uint32 Ogre::TextureDefinitionBase::BufferDefinition::bindFlags |
◆ bytesPerElement
uint32 Ogre::TextureDefinitionBase::BufferDefinition::bytesPerElement |
◆ heightFactor
float Ogre::TextureDefinitionBase::BufferDefinition::heightFactor |
◆ name
IdString Ogre::TextureDefinitionBase::BufferDefinition::name |
◆ numElements
size_t Ogre::TextureDefinitionBase::BufferDefinition::numElements |
◆ widthFactor
float Ogre::TextureDefinitionBase::BufferDefinition::widthFactor |
Sometimes buffers can be used as a plain-array contiguous image (instead of the swizzled pattern from textures).
The formula to calculate final num elements is : finalNumElements = numElements; if( widthFactor > 0 ) finalNumElements *= (widthFactor * width); if( heightFactor > 0 ) finalNumElements *= (heightFactor * height); For example if you want to do 512 x height; just set numElements to 512 and heightFactor to 1. Since there are no pixel formats, the bytesPerElement controls such such thing (eg. 4 bytes for RGBA8888)
The documentation for this struct was generated from the following file: