Esempio n. 1
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 /// <summary>
 /// Upload compressed 3d image data into an existing bound texture image and its existing mipmap level.
 /// If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer) while a texture image is specified, data is treated as a byte offset into the buffer object's data store.
 /// </summary>
 /// <param name="target">Specifies the target texture. Must be GL_TEXTURE_3D or 2darray?</param>
 /// <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
 /// <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
 /// <param name="yoffset">Specifies a texel offset in the y direction within the texture array.</param>
 /// <param name="zoffset">Specifies a texel offset in the z direction within the texture array.</param>
 /// <param name="width">Specifies the width of the texture subimage.</param>
 /// <param name="height">Specifies the height of the texture subimage.</param>
 /// <param name="depth">Specifies the depth of the texture subimage.</param>
 /// <param name="format">format​ can not be a generic compressed format.</param>
 /// <param name="imageSize">The imageSize​ must match with what OpenGL would compute based on the dimensions of the image and the internalformat​.</param>
 /// <param name="data">If GL_UNPACK_BUFFER binding is non-zero, data is a byte-offset from start of bound buffer to read from, otherwise a pointer to the compressed image data in system memory. </param>
 /// <remarks>
 /// glCompressedTexSubImage3D redefines a contiguous subregion of an existing three-dimensional texture image. The texels referenced by data replace the portion of the existing texture array with x indices xoffset and xoffset + width - 1 , and the y indices yoffset and yoffset + height - 1 , and the z indices zoffset and zoffset + depth - 1 , inclusive. This region may not include any texels outside the range of the texture array as it was originally specified. It is not an error to specify a subtexture with width of 0, but such a specification has no effect.
 /// internalformat must be a known compressed image format (such as GL_RGTC) or an extension-specified compressed-texture format. The format of the compressed texture image is selected by the GL implementation that compressed it (see glTexImage3D) and should be queried at the time the texture was compressed with glGetTexLevelParameter.
 /// If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer) while a texture image is specified, data is treated as a byte offset into the buffer object's data store.
 /// </remarks>
 public static void CompressedTexSubImage3D(TextureTarget target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, SizedCompressedInternalFormat format, int imageSize, IntPtr data)
 {
     Delegates.glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
 }
Esempio n. 2
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 public static void CompressedTextureSubImage2DEXT(uint TextureID, TextureTarget target, int level, int xoffset, int yoffset, int width, int height, SizedCompressedInternalFormat format, int imageSize, IntPtr data)
 {
     Delegates.glCompressedTextureSubImage2DEXT(TextureID, target, level, xoffset, yoffset, width, height, format, imageSize, data);
 }
Esempio n. 3
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 /// <summary>
 /// CompressedTexImage3D allocates image with compressed formats and simultaneously fills them with compressed data
 /// With the exception of the last two parameters, CompressedTexImage3D work identically to their glTexImage*​ counterparts.
 /// If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer) while a texture image is specified, data is treated as a byte offset into the buffer object's data store.
 /// </summary>
 /// <param name="target"></param>
 /// <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
 /// <param name="piformat">internalformat​ can not be a generic compressed format.</param>
 /// <param name="width">Specifies the width of the texture subimage.</param>
 /// <param name="height">Specifies the height of the texture subimage.</param>
 /// <param name="depth">Specifies the depth of the texture subimage.</param>
 /// <param name="imageSize">The imageSize​ must match with what OpenGL would compute based on the dimensions of the image and the internalformat​.</param>
 /// <param name="data">If GL_UNPACK_BUFFER binding is non-zero, data is a byte-offset from start of bound buffer to read from, otherwise a pointer to the compressed image data in system memory. </param>
 public static void CompressedTexImage3D(TextureTarget target, int level, SizedCompressedInternalFormat piformat, int width, int height, int depth, int imageSize, IntPtr data)
 {
     Delegates.glCompressedTexImage3D(target, level, piformat, width, height, depth, 0, imageSize, data);
 }
Esempio n. 4
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 public static void CompressedTextureImage3DEXT(uint TextureID, TextureTarget target, int level, SizedCompressedInternalFormat piformat, int width, int height, int depth, int border, int imageSize, IntPtr data)
 {
     Delegates.glCompressedTextureImage3DEXT(TextureID, target, level, piformat, width, height, depth, border, imageSize, data);
 }
Esempio n. 5
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 /// <summary>
 /// Upload compressed 3d image data into an existing bound texture image and its existing mipmap level.
 /// If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer) while a texture image is specified, data is treated as a byte offset into the buffer object's data store.
 /// </summary>
 /// <param name="target">Specifies the target texture. Must be GL_TEXTURE_3D or 2darray?</param>
 /// <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
 /// <param name="xoffset">Specifies a texel offset in the x direction within the texture array.</param>
 /// <param name="yoffset">Specifies a texel offset in the y direction within the texture array.</param>
 /// <param name="zoffset">Specifies a texel offset in the z direction within the texture array.</param>
 /// <param name="width">Specifies the width of the texture subimage.</param>
 /// <param name="height">Specifies the height of the texture subimage.</param>
 /// <param name="depth">Specifies the depth of the texture subimage.</param>
 /// <param name="format">format​ can not be a generic compressed format.</param>
 /// <param name="imageSize">The imageSize​ must match with what OpenGL would compute based on the dimensions of the image and the internalformat​.</param>
 /// <param name="data">If GL_UNPACK_BUFFER binding is non-zero, data is a byte-offset from start of bound buffer to read from, otherwise a pointer to the compressed image data in system memory. </param>
 /// <remarks>
 /// glCompressedTexSubImage3D redefines a contiguous subregion of an existing three-dimensional texture image. The texels referenced by data replace the portion of the existing texture array with x indices xoffset and xoffset + width - 1 , and the y indices yoffset and yoffset + height - 1 , and the z indices zoffset and zoffset + depth - 1 , inclusive. This region may not include any texels outside the range of the texture array as it was originally specified. It is not an error to specify a subtexture with width of 0, but such a specification has no effect.
 /// internalformat must be a known compressed image format (such as GL_RGTC) or an extension-specified compressed-texture format. The format of the compressed texture image is selected by the GL implementation that compressed it (see glTexImage3D) and should be queried at the time the texture was compressed with glGetTexLevelParameter.
 /// If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer) while a texture image is specified, data is treated as a byte offset into the buffer object's data store.
 /// </remarks>
 public static void CompressedTexSubImage3D(TextureTarget target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, SizedCompressedInternalFormat format, int imageSize, IntPtr data)
 {
     Delegates.glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
 }
Esempio n. 6
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 /// <summary>
 /// CompressedTexImage3D allocates image with compressed formats and simultaneously fills them with compressed data
 /// With the exception of the last two parameters, CompressedTexImage3D work identically to their glTexImage*​ counterparts.
 /// If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer) while a texture image is specified, data is treated as a byte offset into the buffer object's data store.
 /// </summary>
 /// <param name="target"></param>
 /// <param name="level">Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.</param>
 /// <param name="piformat">internalformat​ can not be a generic compressed format.</param>
 /// <param name="width">Specifies the width of the texture subimage.</param>
 /// <param name="height">Specifies the height of the texture subimage.</param>
 /// <param name="depth">Specifies the depth of the texture subimage.</param>
 /// <param name="imageSize">The imageSize​ must match with what OpenGL would compute based on the dimensions of the image and the internalformat​.</param>
 /// <param name="data">If GL_UNPACK_BUFFER binding is non-zero, data is a byte-offset from start of bound buffer to read from, otherwise a pointer to the compressed image data in system memory. </param>
 public static void CompressedTexImage3D(TextureTarget target, int level, SizedCompressedInternalFormat piformat, int width, int height, int depth, int imageSize, IntPtr data)
 {
     Delegates.glCompressedTexImage3D(target, level, piformat, width, height, depth, 0, imageSize, data);
 }
Esempio n. 7
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 public static void CompressedTextureSubImage1DEXT(uint TextureID, TextureTarget target, int level, int xoffset, int width, SizedCompressedInternalFormat format, int imageSize, IntPtr data)
 {
     Delegates.glCompressedTextureSubImage1DEXT(TextureID, target, level, xoffset, width, format, imageSize, data);
 }
Esempio n. 8
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 public static void CompressedTextureImage3DEXT(uint TextureID, TextureTarget target, int level, SizedCompressedInternalFormat piformat, int width, int height, int depth, int border, int imageSize, IntPtr data)
 {
     Delegates.glCompressedTextureImage3DEXT(TextureID, target, level, piformat, width, height, depth, border, imageSize, data);
 }