| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 |
- <?xml version="1.0" encoding="utf-8"?>
- <?xml-stylesheet type="text/xsl" href="../Xsl/doc2html.xsl"?>
- <doc>
- <title>OpenGL Textures</title>
- <chapter>
- <title>OpenGL Textures</title>
- <par>
- This extensions contains functions for loading and saving
- <keyword>OpenGL</keyword> textures
- using Imaging and for converting images to textures and vice versa.
- You need <keyword>OpenGL</keyword> headers for
- <keyword>Object Pascal</keyword> to be able to compile this extension.
- Headers from <keyword>JEDI-SDL</keyword> (<icode>gl.pas</icode>)
- and <keyword>Delphi GL</keyword> (<icode>dglOpenGL.pas</icode>) were
- tested and they work.
- Extension is implemented in <ref>ImagingOpenGL.pas</ref> unit located
- in <keyword>(ImagingRoot)\Source\Extensions</keyword> directory.
- To use it simply add this unit to <icode>uses</icode> list of your program.
- Currently only 2D textures are supported, DXTC (S3TC) compressed and
- floating point textures are created if supported by hardware.
- </par>
- <par>
- Here is the table with <keyword>OpenGL</keyword> functions
- currently available.
- There is also Imaging <keyword>OpenGL</keyword> demo you can look at
- for inspiration <link url="../Demos/Pascal.xml#opengldemo">Object Pascal OpenGL Demo</link>.
- </par>
- <table>
- <title>Imaging OpenGL extension functions</title>
- <row><th>Loading Functions</th></row>
- <row><td><ref>LoadGLTextureFromFile</ref></td></row>
- <row><td><ref>LoadGLTextureFromStream</ref></td></row>
- <row><td><ref>LoadGLTextureFromMemory</ref></td></row>
- <row><th>Saving Functions</th></row>
- <row><td><ref>SaveGLTextureToFile</ref></td></row>
- <row><td><ref>SaveGLTextureToStream</ref></td></row>
- <row><td><ref>SaveGLTextureToMemory</ref></td></row>
- <row><th>Conversion Functions</th></row>
- <row><td><ref>CreateGLTextureFromImage</ref></td></row>
- <row><td><ref>CreateGLTextureFromMultiImage</ref></td></row>
- <row><td><ref>CreateImageFromGLTexture</ref></td></row>
- <row><td><ref>CreateMultiImageFromGLTexture</ref></td></row>
- <row><th>Other Functions</th></row>
- <row><td><ref>GetGLTextureCaps</ref></td></row>
- <row><td><ref>GetGLProcAddress</ref></td></row>
- <row><td><ref>IsGLExtensionSupported</ref></td></row>
- <row><td><ref>ImageFormatToGL</ref></td></row>
- </table>
- <note>
- All <keyword>OpenGL</keyword> textures created by Imaging functions
- have default parameters set - that means that no
- <icode>glTexParameter</icode> calls are made so default filtering,
- wrapping, and other parameters are used. Created textures
- are left bound by <icode>glBindTexture</icode> when function is exited.
- </note>
- </chapter>
- </doc>
|