![]() For example, you don't have to worry about "pixel store alignment", we handle it here internally when transferring images between memory and GPU. This unit hides from your some details about OpenGL images handling. ![]() This is our abstraction over OpenGL framebuffer (or glCopyTexSubImage for ancient GPUs). Render to texture, see TGLRenderToTexture class. You usually use this through TCastleWindow.SaveScreen or TCastleControl.SaveScreen, based on SaveScreen_NoFlush in this unit. Save the current OpenGL screen contents to our TCastleImage. This is useful to implement various 2D controls. These functions wrap OpenGL calls like glTexImage2D to handle our images ( TEncodedImage (and descendant TCastleImage), TCompositeImage), and to automatically set texture parameters, mipmaps and such. You usually do not use these directly, instead TCastleScene automatically uses these to load and render textures as part of 3D models.Ī lot of utilities included: for 2D textures (see LoadGLTexture), cube maps (see glTextureCubeMap), 3D textures (see glTextureImage3D). ![]() They contain functions and classes to load, save and process images. Using images in OpenGL (as textures and as normal images).įor non-OpenGL image management, see CastleImages and CastleTextureImages units.
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