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IUI_Texture.h

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00001 
00016 #ifndef IUI_TEXTURE_H
00017 #define IUI_TEXTURE_H
00018 
00019 #include "UI_Lib.h"
00020 #include <string>
00021 
00022 class GLGUI_ENTRY IUI_Texture
00023 {
00024 public:
00025         IUI_Texture();
00026         virtual ~IUI_Texture();
00027 
00028         void SetID(unsigned int id);
00029         unsigned int GetID(void);
00030 
00031         void SetWidth(int width);
00032         int GetWidth(void);
00033 
00034         void SetHeight(int height);
00035         int GetHeight(void);
00036 
00037         void SetDepth(int depth);
00038         int GetDepth(void);
00039 
00040         void SetMapping(int mapping);
00041         int GetMapping(void);
00042 
00043         void SetRenderable(bool isRenderable);
00044         bool GetRenderable();
00045 
00046         void SetFilename(std::string filename);
00047         std::string GetFilename();
00048 
00049         virtual bool Render2Texture_Start() = 0;
00050         virtual void Render2Texture_End() = 0;
00051 
00052 protected:
00053         std::string m_filename;
00054         unsigned int m_id;
00055         int m_width;
00056         int m_height;
00057         int m_depth;
00058         int m_mapping;                  // currently unused. thought to indicate linear mapping, mip mapping, etc
00059 
00060         bool m_isRenderable;    // true if texture can be rendered to by iui_renderer 
00061                                                         // means: this texture has a p-buffer (or a something similar) attached
00062                                                         // if it's not renderable, you could still update it with renderer->update()
00063 };
00064 
00065 #endif

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