Kohi Game Engine
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A structure which maps a texture, use and other properties. More...
#include <resource_types.h>
Data Fields | |
u32 | generation |
The cached generation of the assigned texture. Used to determine when to regenerate this texture map's resources when a texture's generation changes (as this could be required if, say, a texture's mip levels change). More... | |
u32 | mip_levels |
Cached mip map levels. Should match assigned texture. Must always be at least 1. More... | |
texture * | texture |
A pointer to a texture. More... | |
texture_filter | filter_minify |
Texture filtering mode for minification. More... | |
texture_filter | filter_magnify |
Texture filtering mode for magnification. More... | |
texture_repeat | repeat_u |
The repeat mode on the U axis (or X, or S) More... | |
texture_repeat | repeat_v |
The repeat mode on the V axis (or Y, or T) More... | |
texture_repeat | repeat_w |
The repeat mode on the W axis (or Z, or U) More... | |
void * | internal_data |
A pointer to internal, render API-specific data. Typically the internal sampler. More... | |
A structure which maps a texture, use and other properties.
texture_filter filter_magnify |
Texture filtering mode for magnification.
texture_filter filter_minify |
Texture filtering mode for minification.
u32 generation |
The cached generation of the assigned texture. Used to determine when to regenerate this texture map's resources when a texture's generation changes (as this could be required if, say, a texture's mip levels change).
void* internal_data |
A pointer to internal, render API-specific data. Typically the internal sampler.
u32 mip_levels |
Cached mip map levels. Should match assigned texture. Must always be at least 1.
texture_repeat repeat_u |
The repeat mode on the U axis (or X, or S)
texture_repeat repeat_v |
The repeat mode on the V axis (or Y, or T)
texture_repeat repeat_w |
The repeat mode on the W axis (or Z, or U)