Commit 1f9d3b8b authored by Bergmann89's avatar Bergmann89

* added documentation (in-code and pasdoc generated)

* added some small examples
parent 5a2eeb45
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<h1 class="allitems">All Classes, Interfaces, Objects and Records</h1>
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<th class="itemname">Name</th>
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<td class="itemname"><a class="bold" href="glBitmap.EglBitmap.html">EglBitmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>glBitmap exception</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.EglBitmapNonPowerOfTwo.html">EglBitmapNonPowerOfTwo</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for non power of two textures</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.EglBitmapNotSupported.html">EglBitmapNotSupported</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for not supported functions</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.EglBitmapSizeToLarge.html">EglBitmapSizeToLarge</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for to large textures</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.EglBitmapUnsupportedFormat.html">EglBitmapUnsupportedFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for unsupporetd formats</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects and to load, save and manipulate texture data</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D)</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>describes the properties of a given texture data format</p></td>
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<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store data for converting in</p></td>
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<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for cube normal maps</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store pixel data in</p></td>
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<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td>
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<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td>
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<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapSize.html">TglBitmapSize</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
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<title>All Constants</title>
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<td class="itemname"><a class="bold" href="glBitmap.html#NULL_SIZE">NULL_SIZE</a></td>
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<h1 class="allitems">All Functions and Procedures</h1>
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<th class="itemname">Name</th>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestTexture">glBitmapCreateTestTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultDeleteTextureOnFree">glBitmapGetDefaultDeleteTextureOnFree</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFilter">glBitmapGetDefaultFilter</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFormat">glBitmapGetDefaultFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFreeDataAfterGenTexture">glBitmapGetDefaultFreeDataAfterGenTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultMipmap">glBitmapGetDefaultMipmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultSwizzle">glBitmapGetDefaultSwizzle</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultTextureWrap">glBitmapGetDefaultTextureWrap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapPosition">glBitmapPosition</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ub">glBitmapRec4ub</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ubCompare">glBitmapRec4ubCompare</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ui">glBitmapRec4ui</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4uiCompare">glBitmapRec4uiCompare</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ul">glBitmapRec4ul</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultDeleteTextureOnFree">glBitmapSetDefaultDeleteTextureOnFree</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFilter">glBitmapSetDefaultFilter</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFormat">glBitmapSetDefaultFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFreeDataAfterGenTexture">glBitmapSetDefaultFreeDataAfterGenTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultMipmap">glBitmapSetDefaultMipmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultSwizzle">glBitmapSetDefaultSwizzle</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultWrap">glBitmapSetDefaultWrap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSize">glBitmapSize</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<h1 class="allitems">All Types</h1>
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<th class="itemname">Name</th>
<th class="itemunit">Unit</th>
<th class="itemdesc">Description</th>
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<td class="itemname"><a class="bold" href="glBitmap.html#PglBitmapPixelData">PglBitmapPixelData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>Portable Network Graphic file (PNG)</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileTypes">TglBitmapFileTypes</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>type that describes the format of the data stored in a texture. the name of formats is composed of the following constituents: - multiple channels: - channel (e.g. R, G, B, A or Alpha, Luminance or X (reserved)) - width of the chanel in bit (4, 8, 16, ...) - data type (e.g. ub, us, ui) - number of elements of data types</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>callback to use for converting texture data</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>possible mipmap types</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>possible normal map functions</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapSizeFields">TglBitmapSizeFields</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
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<h1 class="allitems">All Units</h1>
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<th class="itemname">Name</th>
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<td class="itemname"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>glBitmap by Steffen Xonna aka Lossy eX (2003-2008) <a href="http://www.opengl24.de/index.php?cat=header&amp;file=glbitmap">http://www.opengl24.de/index.php?cat=header&amp;file=glbitmap</a>
<p>modified by Delphi OpenGL Community (<a href="http://delphigl.com/">http://delphigl.com/</a>) (2013)
<p>The contents of this file are used with permission, subject to the Mozilla Public License Version 1.1 (the &quot;License&quot;); you may not use this file except in compliance with the License. You may obtain a copy of the License at <a href="http://www.mozilla.org/MPL/MPL-1.1.html">http://www.mozilla.org/MPL/MPL-1.1.html</a>
<p>The glBitmap is a Delphi/FPC unit that contains several wrapper classes to manage OpenGL texture objects. Below you can find a list of the main functionality of this classes: - load texture data from file (e.g. BMP, TGA, DDS, PNG, JPEG, ...) - load texture data from several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface) - save texture data to file (e.g. BMP, TGA, DDS, PNG, JPEG, ...) - save texture data to several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface) - support for many texture formats (e.g. RGB8, BGR8, RGBA8, BGRA8, ...) - manage texture properties (e.g. Filter, Clamp, Mipmap, ...) - upload texture data to video card - download texture data from video card - manipulate texture data (e.g. add alpha, remove alpha, convert to other format, switch RGB, ...)</p></td>
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<h1 class="allitems">All Variables</h1>
<p>
The units do not contain any variables.</p>
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<h1 class="allitems">Class Hierarchy</h1>
<ul class="hierarchylevel">
<li>TObject<ul class="hierarchylevel">
<li>Exception<ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.EglBitmap.html">EglBitmap</a><ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.EglBitmapNonPowerOfTwo.html">EglBitmapNonPowerOfTwo</a><li><a class="bold" href="glBitmap.EglBitmapSizeToLarge.html">EglBitmapSizeToLarge</a><li><a class="bold" href="glBitmap.EglBitmapUnsupportedFormat.html">EglBitmapUnsupportedFormat</a></ul>
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<li><a class="bold" href="glBitmap.EglBitmapNotSupported.html">EglBitmapNotSupported</a></ul>
</li>
<li><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a><ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a><li><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a><ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a><ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></ul>
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</li>
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</li>
<li><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></ul>
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</ul>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>glBitmap: Class EglBitmap</title>
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<a name="EglBitmap"></a><h1 class="cio">Class EglBitmap</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmap = class(Exception)</code></p>
<h2 class="description">Description</h2>
<p>
glBitmap exception</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="thisitem">EglBitmap</li></ul><hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
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<title>glBitmap: Class EglBitmapNonPowerOfTwo</title>
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<a name="EglBitmapNonPowerOfTwo"></a><h1 class="cio">Class EglBitmapNonPowerOfTwo</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmapNonPowerOfTwo = class(<a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
exception for non power of two textures</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="ancestor"><a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a></li>
<li class="thisitem">EglBitmapNonPowerOfTwo</li></ul><hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
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<title>glBitmap: Class EglBitmapNotSupported</title>
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<a name="EglBitmapNotSupported"></a><h1 class="cio">Class EglBitmapNotSupported</h1>
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<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmapNotSupported = class(Exception)</code></p>
<h2 class="description">Description</h2>
<p>
exception for not supported functions</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="thisitem">EglBitmapNotSupported</li></ul><hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
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<title>glBitmap: Class EglBitmapSizeToLarge</title>
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<a name="EglBitmapSizeToLarge"></a><h1 class="cio">Class EglBitmapSizeToLarge</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmapSizeToLarge = class(<a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
exception for to large textures</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="ancestor"><a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a></li>
<li class="thisitem">EglBitmapSizeToLarge</li></ul><hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
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<title>glBitmap: Class EglBitmapUnsupportedFormat</title>
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<a name="EglBitmapUnsupportedFormat"></a><h1 class="cio">Class EglBitmapUnsupportedFormat</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmapUnsupportedFormat = class(<a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
exception for unsupporetd formats</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="ancestor"><a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a></li>
<li class="thisitem">EglBitmapUnsupportedFormat</li></ul><h2 class="overview">Overview</h2>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="glBitmap.EglBitmapUnsupportedFormat.html#Create">Create</a></b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>); overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="glBitmap.EglBitmapUnsupportedFormat.html#Create">Create</a></b>(const aMsg: String; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>); overload;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>); overload;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aMsg: String; cons