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Detailed Description. Interface of a Video Driver dependent Texture. An ITexture is created by an IVideoDriver by using IVideoDriver::addTexture or IVideoDriver ...
If you want to create a texture, you may want to call an imaginable method IDriver::createTexture. You call ITexture* texture = driver->createTexture( ...
Adds a texture to the sprite bank. virtual s32 addTextureAsSprite (video::ITexture *texture)=0; virtual void clear ()=0. clears sprites, rectangles and textures.
Gets the immutable texture transformation matrix for level i. bool isTransparent () const; bool operator!= (const SMaterial &b) const. Inequality operator.
Sets the texture transformation matrix to mat. Public Attributes. u8 AnisotropicFilter. Is anisotropic filtering enabled? Default: 0, disabled. bool ...
Gets the image texture. virtual bool isAlphaChannelUsed () const =0. Returns true if the image is using the alpha channel, false if not. virtual bool ...
Disable a feature of the driver. virtual void draw2DImage (const video::ITexture *texture, const core::position2d< s32 > &destPos)=0. Draws a 2d image ...
Sets the pressed state of the button if this is a pushbutton. virtual void setPressedImage (video::ITexture *image=0)=0. Sets a background image for the button ...
... ITexture *texture, const io::path &filename="")=0. Sets an attribute as texture reference. virtual void setAttribute (s32 index, video::ITexture *texture ...
Interface making it possible to set constants for gpu programs every frame. More... class ITexture. Interface of a Video Driver dependent Texture. More... class ...