Polyphase Game Engine
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Texture.cpp File Reference
#include "Assets/Texture.h"
#include "Renderer.h"
#include "Log.h"
#include "AssetManager.h"
#include "Engine.h"
#include <malloc.h>
#include <stb_image.h>
#include "Graphics/Graphics.h"
#include "Graphics/GraphicsTypes.h"

Macros

#define RGBA8_SIZE   4
 

Functions

 FORCE_LINK_DEF (Texture)
 
 DEFINE_ASSET (Texture)
 
bool UseCookedTextures (Platform platform)
 
void CookTexture (Texture *texture, Platform platform, const std::vector< uint8_t > &srcPixels, std::vector< uint8_t > &outData, uint32_t &outWidth, uint32_t &outHeight, uint32_t &outNumMips)
 

Variables

const char * gFilterEnumStrings []
 
const char * gWrapEnumStrings []
 

Macro Definition Documentation

◆ RGBA8_SIZE

#define RGBA8_SIZE   4

Function Documentation

◆ CookTexture()

void CookTexture ( Texture texture,
Platform  platform,
const std::vector< uint8_t > &  srcPixels,
std::vector< uint8_t > &  outData,
uint32_t &  outWidth,
uint32_t &  outHeight,
uint32_t &  outNumMips 
)

◆ DEFINE_ASSET()

DEFINE_ASSET ( Texture  )

◆ FORCE_LINK_DEF()

FORCE_LINK_DEF ( Texture  )

◆ UseCookedTextures()

bool UseCookedTextures ( Platform  platform)

Variable Documentation

◆ gFilterEnumStrings

const char* gFilterEnumStrings[]
Initial value:
=
{
"Nearest",
"Linear"
}

◆ gWrapEnumStrings

const char* gWrapEnumStrings[]
Initial value:
=
{
"Clamp",
"Repeat",
"Mirror"
}