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authorCharlie Carley <snailrose@gmail.com>2007-01-13 11:30:08 +0300
committerCharlie Carley <snailrose@gmail.com>2007-01-13 11:30:08 +0300
commitc4202fbd43c7b91c8705fcea7191f82b64a28bca (patch)
treeaa4193ee9aecbfb3a6908b7cfbd33ed53b0c4408 /source/gameengine/Ketsji/BL_Texture.h
parenta935c48fec910f67ba3679e295d9e35fe44ce214 (diff)
First commit! Small bug fix for cube map crashing in the player.
Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images
Diffstat (limited to 'source/gameengine/Ketsji/BL_Texture.h')
-rw-r--r--source/gameengine/Ketsji/BL_Texture.h16
1 files changed, 1 insertions, 15 deletions
diff --git a/source/gameengine/Ketsji/BL_Texture.h b/source/gameengine/Ketsji/BL_Texture.h
index 0c12b11b12b..0d0c7a277f2 100644
--- a/source/gameengine/Ketsji/BL_Texture.h
+++ b/source/gameengine/Ketsji/BL_Texture.h
@@ -20,16 +20,13 @@ class RAS_ICanvas;
class BL_Texture
{
private:
- // -----------------------------------
unsigned int mTexture; // Bound texture unit data
- bool mError; // Errors
bool mOk; // ...
bool mNeedsDeleted; // If generated
unsigned int mType; // enum TEXTURE_2D | CUBE_MAP
int mUnit; // Texture unit associated with mTexture
unsigned int mEnvState; // cache textureEnv
static unsigned int mDisableState; // speed up disabling calls
- // -----------------------------------
void InitNonPow2Tex(unsigned int *p,int x,int y,bool mipmap );
void InitGLTex(unsigned int *p,int x,int y,bool mipmap );
@@ -55,14 +52,8 @@ public:
static void ActivateUnit(int unit);
static int GetMaxUnits();
static int GetPow2(int x);
+ static void SplitEnvMap(EnvMap *map);
- /** todo
- void CreateRenderTexture(RAS_Rect r, RTData d);
- void ReadDepth(RAS_Rect r, RTData d);
- static void BeginDepth(RAS_ICanvas *can, RTData d);
- static void EndDepth(RAS_ICanvas *can,RTData d);
- void SetDepthMapping(MT_Matrix4x4& p, MT_Matrix4x4& m);
- */
void ActivateTexture();
void SetMapping(int mode);
@@ -70,9 +61,4 @@ public:
void setTexEnv(BL_Material *mat, bool modulate=false);
};
-/* Render to texture support, managed by the scene
- TODO
-*/
-
-
#endif//__BL_TEXTURE_H__