Commit c110c2d1 authored by Bergmann89's avatar Bergmann89

* split TglBitmap into TglBitmap and TglBitmapData to be able to handle load,...

* split TglBitmap into TglBitmap and TglBitmapData to be able to handle load, save and convert texture date seperatly from the texture object
* updated documentation and examples
parent fb955156
......@@ -44,64 +44,69 @@
<tr class="list2">
<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>
<td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects all operations on a bitmap object must be done from the render thread</p></td>
</tr>
<tr class="list">
<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>
<td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D all operations on a bitmap object must be done from the render thread</p></td>
</tr>
<tr class="list2">
<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>
<td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D) all operations on a bitmap object must be done from the render thread</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>
<td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP) all operations on a bitmap object must be done from the render thread</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapData.html">TglBitmapData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>class to store texture data in. used to load, save and manipulate data before assigned to texture object all operations on a data object can be done from a background thread</p></td>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list">
<tr class="list2">
<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>
</tr>
<tr class="list2">
<tr class="list">
<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>
<td class="itemdesc"><p>wrapper class for cube normal maps all operations on a bitmap object must be done from the render thread</p></td>
</tr>
<tr class="list">
<tr class="list2">
<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>
</tr>
<tr class="list2">
<tr class="list">
<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>
</tr>
<tr class="list">
<tr class="list2">
<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>
</tr>
<tr class="list2">
<tr class="list">
<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>
</tr>
<tr class="list">
<tr class="list2">
<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>
</table>
<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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -22,6 +22,6 @@
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
</table>
<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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -17,7 +17,7 @@
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestTexture">glBitmapCreateTestTexture</a></td>
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestData">glBitmapCreateTestData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
......@@ -127,6 +127,6 @@
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
</table>
<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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -42,7 +42,7 @@
<td class="itemdesc"><p>exception for unsupporetd formats</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestTexture">glBitmapCreateTestTexture</a></td>
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestData">glBitmapCreateTestData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
......@@ -164,104 +164,109 @@
<tr class="list2">
<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>
<td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects all operations on a bitmap object must be done from the render thread</p></td>
</tr>
<tr class="list">
<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>
<td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D all operations on a bitmap object must be done from the render thread</p></td>
</tr>
<tr class="list2">
<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>
<td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D) all operations on a bitmap object must be done from the render thread</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>
<td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP) all operations on a bitmap object must be done from the render thread</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a></td>
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapData.html">TglBitmapData</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>
<td class="itemdesc"><p>class to store texture data in. used to load, save and manipulate data before assigned to texture object all operations on a data object can be done from a background thread</p></td>
</tr>
<tr class="list">
<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>type to define suitable file formats</p></td>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list2">
<tr class="list">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<tr class="list">
<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>
</tr>
<tr class="list">
<tr class="list2">
<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>
</tr>
<tr class="list2">
<tr class="list">
<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>
</tr>
<tr class="list">
<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>
<td class="itemdesc"><p>wrapper class for cube normal maps all operations on a bitmap object must be done from the render thread</p></td>
</tr>
<tr class="list2">
<tr class="list">
<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>
</tr>
<tr class="list">
<tr class="list2">
<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>
</tr>
<tr class="list2">
<tr class="list">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<tr class="list">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
<tr class="list">
<tr class="list2">
<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>
</tr>
</table>
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</span>
</td></tr></table></body></html>
......@@ -24,7 +24,7 @@
<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>
<td class="itemdesc"><p>type to define suitable file formats</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileTypes">TglBitmapFileTypes</a></td>
......@@ -62,6 +62,6 @@
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
</table>
<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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</td></tr></table></body></html>
......@@ -26,6 +26,6 @@
<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>
</tr>
</table>
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</td></tr></table></body></html>
......@@ -12,6 +12,6 @@
<h1 class="allitems">All Variables</h1>
<p>
The units do not contain any variables.</p>
<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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......@@ -27,9 +27,9 @@
</li>
</ul>
</li>
<li><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></ul>
<li><a class="bold" href="glBitmap.TglBitmapData.html">TglBitmapData</a><li><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></ul>
</li>
</ul>
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</td></tr></table></body></html>
......@@ -54,8 +54,9 @@ Count=0
Count=0
[IncludeDirectories]
Count=1
Count=2
Item_0=..\..\glBitmap
Item_1=..\..\TestProjekt
[Files]
Count=1
......
......@@ -24,6 +24,6 @@
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>
<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 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -25,6 +25,6 @@ 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>
<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 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -24,6 +24,6 @@
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>
<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 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -25,6 +25,6 @@ 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>
<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 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -55,6 +55,6 @@ exception for unsupporetd formats</p>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
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......@@ -21,7 +21,7 @@
<code>type TglBitmap1D = class(<a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p>
wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D all operations on a bitmap object must be done from the render thread</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a></li>
......@@ -30,23 +30,15 @@ wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#SetDataPointer">SetDataPointer</a></b>(var aData: PByte; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aWidth: Integer = - 1; const aHeight: Integer = - 1); override;</code></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#UploadDataIntern">UploadDataIntern</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aBuildWithGlu: Boolean);</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#UploadData">UploadData</a></b>(const aBuildWithGlu: Boolean);</code></td>
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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>procedure <b><a href="glBitmap.TglBitmap1D.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
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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>function <b><a href="glBitmap.TglBitmap1D.html#FlipHorz">FlipHorz</a></b>: Boolean; override;</code></td>
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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>procedure <b><a href="glBitmap.TglBitmap1D.html#GenTexture">GenTexture</a></b>(const aTestTextureSize: Boolean = true); override;</code></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#UploadData">UploadData</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
......@@ -61,34 +53,15 @@ wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetDataPointer"></a><code>procedure <b>SetDataPointer</b>(var aData: PByte; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aWidth: Integer = - 1; const aHeight: Integer = - 1); override;</code></td>
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<p>
set data pointer of texture data </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aData</dt>
<dd>pointer to new texture data (be carefull, aData could be freed by this function)</dd>
<dt>aFormat</dt>
<dd>format of the data stored at aData</dd>
<dt>aWidth</dt>
<dd>width of the texture data</dd>
<dt>aHeight</dt>
<dd>height of the texture data</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aBuildWithGlu: Boolean);</code></td>
<td class="itemcode"><a name="UploadDataIntern"></a><code>procedure <b>UploadDataIntern</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aBuildWithGlu: Boolean);</code></td>
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<p>
upload the texture data to video card </p>
upload the texture data to video card </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aDataObj</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aBuildWithGlu</dt>
<dd>use glu functions to build mipmaps</dd>
</dl>
......@@ -107,26 +80,17 @@ this method is called after constructor and initializes the object</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FlipHorz"></a><code>function <b>FlipHorz</b>: Boolean; override;</code></td>
<td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
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<p>
flip texture horizontally </p>
<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> on success, @fals otherwise</p></td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GenTexture"></a><code>procedure <b>GenTexture</b>(const aTestTextureSize: Boolean = true); override;</code></td>
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<p>
generate texture (create texture object if not exist, set texture parameters and upload data </p>
upload texture data from given data object to video card </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aTestTextureSize</dt>
<dd>check the size of the texture and throw exception if something is wrong</dd>
<dt>aData</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aCheckSize</dt>
<dd>check size before upload and throw exception if something is wrong</dd>
</dl>
</td></tr>
</table>
......@@ -141,6 +105,6 @@ generate texture (create texture object if not exist, set texture parameters and
actual with of the texture</p>
</td></tr>
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<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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span>
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This diff is collapsed.
......@@ -21,7 +21,7 @@
<code>type TglBitmapCubeMap = class(<a class="normal" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a>)</code></p>
<h2 class="description">Description</h2>
<p>
wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p>
wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP) all operations on a bitmap object must be done from the render thread</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a></li>
......@@ -30,16 +30,16 @@ wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#GenTexture">GenTexture</a></b>(const aTestTextureSize: Boolean = true); reintroduce;</code></td>
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
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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>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#UploadData">UploadData</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
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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>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#GenerateCubeMap">GenerateCubeMap</a></b>(const aCubeTarget: Cardinal; const aTestTextureSize: Boolean = true);</code></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#UploadCubeMap">UploadCubeMap</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCubeTarget: Cardinal; const aCheckSize: Boolean);</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
......@@ -54,43 +54,47 @@ wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="GenTexture"></a><code>procedure <b>GenTexture</b>(const aTestTextureSize: Boolean = true); reintroduce;</code></td>
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AfterConstruction"></a><code>procedure <b>AfterConstruction</b>; override;</code></td>
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<p>
generate texture (create texture object if not exist, set texture parameters and upload data do not call directly for cubemaps, use GenerateCubeMap instead </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aTestTextureSize</dt>
<dd>check the size of the texture and throw exception if something is wrong</dd>
</dl>
this method is called after constructor and initializes the object</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AfterConstruction"></a><code>procedure <b>AfterConstruction</b>; override;</code></td>
<td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
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<p>
this method is called after constructor and initializes the object</p>
upload texture data from given data object to video card </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aData</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aCheckSize</dt>
<dd>check size before upload and throw exception if something is wrong</dd>
</dl>
</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GenerateCubeMap"></a><code>procedure <b>GenerateCubeMap</b>(const aCubeTarget: Cardinal; const aTestTextureSize: Boolean = true);</code></td>
<td class="itemcode"><a name="UploadCubeMap"></a><code>procedure <b>UploadCubeMap</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCubeTarget: Cardinal; const aCheckSize: Boolean);</code></td>
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<p>
generate texture (create texture object if not exist, set texture parameters and upload data </p>
upload texture data from given data object to video card </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aData</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aCubeTarget</dt>
<dd>cube map target to upload data to (e.g. GL_TEXTURE_CUBE_MAP_POSITIVE_X)</dd>
<dt>aTestTextureSize</dt>
<dd>check the size of the texture and throw exception if something is wrong</dd>
<dt>aCheckSize</dt>
<dd>check size before upload and throw exception if something is wrong</dd>
</dl>
</td></tr>
</table>
......@@ -128,6 +132,6 @@ unbind texture </p>
</dl>
</td></tr>
</table>
<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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
This diff is collapsed.
......@@ -132,6 +132,14 @@ describes the properties of a given texture data format</p>
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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>function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetSize">GetSize</a></b>(const aSize: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>): Integer; overload; virtual;</code></td>
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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>function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetSize">GetSize</a></b>(const aWidth, aHeight: Integer): Integer; overload; virtual;</code></td>
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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.TglBitmapFormatDescriptor.html#Create">Create</a></b>;</code></td>
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......@@ -484,6 +492,22 @@ calculate cached values</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetSize"></a><code>function <b>GetSize</b>(const aSize: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>): Integer; overload; virtual;</code></td>
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&nbsp;</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetSize"></a><code>function <b>GetSize</b>(const aWidth, aHeight: Integer): Integer; overload; virtual;</code></td>
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&nbsp;</td></tr>
</table>
<table class="detail wide_list">
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<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>;</code></td>
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......@@ -738,6 +762,6 @@ OpenGL data format enum (e.g. GL_UNSIGNED_BYTE)</p>
<code>True</code> if the format is a grayscale format, <code>False</code> otherwise</p>
</td></tr>
</table>
<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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -26,7 +26,7 @@ structure to store data for converting in</p>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
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<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Sender">Sender</a></b>: <a href="glBitmap.TglBitmap.html">TglBitmap</a>;</code></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Sender">Sender</a></b>: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>;</code></td>
</tr>
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<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Size">Size</a></b>: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
......@@ -48,7 +48,7 @@ structure to store data for converting in</p>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Sender"></a><code><b>Sender</b>: <a href="glBitmap.TglBitmap.html">TglBitmap</a>;</code></td>
<td class="itemcode"><a name="Sender"></a><code><b>Sender</b>: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>;</code></td>
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<p>
......@@ -100,6 +100,6 @@ new data of the pixel (must be filled in)</p>
user defined args that was passed to the convert function</p>
</td></tr>
</table>
<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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span>
</td></tr></table></body></html>
......@@ -21,7 +21,7 @@
<code>type TglBitmapNormalMap = class(<a class="normal" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
wrapper class for cube normal maps</p>
wrapper class for cube normal maps all operations on a bitmap object must be done from the render thread</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a></li>
......@@ -36,7 +36,7 @@ wrapper class for cube normal maps</p>
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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>procedure <b><a href="glBitmap.TglBitmapNormalMap.html#GenerateNormalMap">GenerateNormalMap</a></b>(const aSize: Integer = 32; const aTestTextureSize: Boolean = true);</code></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapNormalMap.html#GenerateNormalMap">GenerateNormalMap</a></b>(const aSize: Integer = 32; const aCheckSize: Boolean = true);</code></td>
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</table>
<h2 class="description">Description</h2>
......@@ -54,7 +54,7 @@ this method is called after constructor and initializes the object</p>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GenerateNormalMap"></a><code>procedure <b>GenerateNormalMap</b>(const aSize: Integer = 32; const aTestTextureSize: Boolean = true);</code></td>
<td class="itemcode"><a name="GenerateNormalMap"></a><code>procedure <b>GenerateNormalMap</b>(const aSize: Integer = 32; const aCheckSize: Boolean = true);</code></td>
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<p>
......@@ -63,11 +63,11 @@ create cube normal map from texture data and upload it to video card </p>
<dl class=