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* added documentation (in-code and pasdoc generated)

* added some small examples
master
Bergmann89 9 years ago
parent
commit
1f9d3b8b9c
49 changed files with 27616 additions and 578 deletions
  1. +107
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      doc/AllClasses.html
  2. +27
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      doc/AllConstants.html
  3. +132
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      doc/AllFunctions.html
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      doc/AllTypes.html
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      doc/PasDocSettings.pds
  10. BIN
     
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      doc/glBitmap.EglBitmapNotSupported.html
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  32. BIN
     
  33. BIN
     
  34. BIN
     
  35. BIN
     
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      examples/GrabScreen/GrabScreen.lpi
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      examples/GrabScreen/GrabScreen.lps
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      examples/Helper.pas
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      examples/SimpleLoadFromFile/SimpleLoadFromFile.lpi
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      examples/dglOpenGL.pas
  47. BIN
     
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      glBitmap.pas
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      readme.txt

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doc/AllClasses.html View File

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>All Classes, Interfaces, Objects and Records</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="allitems">All Classes, Interfaces, Objects and Records</h1>
<table class="itemstable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemunit">Unit</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmap.html">EglBitmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>glBitmap exception</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmapNonPowerOfTwo.html">EglBitmapNonPowerOfTwo</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for non power of two textures</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmapNotSupported.html">EglBitmapNotSupported</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for not supported functions</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmapSizeToLarge.html">EglBitmapSizeToLarge</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for to large textures</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmapUnsupportedFormat.html">EglBitmapUnsupportedFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for unsupporetd formats</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects and to load, save and manipulate texture data</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D)</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>describes the properties of a given texture data format</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store data for converting in</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for cube normal maps</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store pixel data in</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapSize.html">TglBitmapSize</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

+ 27
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>All Constants</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="allitems">All Constants</h1>
<table class="itemstable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemunit">Unit</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#NULL_SIZE">NULL_SIZE</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

+ 132
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doc/AllFunctions.html View File

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>All Functions and Procedures</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="allitems">All Functions and Procedures</h1>
<table class="itemstable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemunit">Unit</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestTexture">glBitmapCreateTestTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultDeleteTextureOnFree">glBitmapGetDefaultDeleteTextureOnFree</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFilter">glBitmapGetDefaultFilter</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFormat">glBitmapGetDefaultFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFreeDataAfterGenTexture">glBitmapGetDefaultFreeDataAfterGenTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultMipmap">glBitmapGetDefaultMipmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultSwizzle">glBitmapGetDefaultSwizzle</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultTextureWrap">glBitmapGetDefaultTextureWrap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapPosition">glBitmapPosition</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ub">glBitmapRec4ub</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ubCompare">glBitmapRec4ubCompare</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ui">glBitmapRec4ui</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4uiCompare">glBitmapRec4uiCompare</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ul">glBitmapRec4ul</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultDeleteTextureOnFree">glBitmapSetDefaultDeleteTextureOnFree</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFilter">glBitmapSetDefaultFilter</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFormat">glBitmapSetDefaultFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFreeDataAfterGenTexture">glBitmapSetDefaultFreeDataAfterGenTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultMipmap">glBitmapSetDefaultMipmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultSwizzle">glBitmapSetDefaultSwizzle</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultWrap">glBitmapSetDefaultWrap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSize">glBitmapSize</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>All Identifiers</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="allitems">All Identifiers</h1>
<table class="itemstable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemunit">Unit</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmap.html">EglBitmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>glBitmap exception</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmapNonPowerOfTwo.html">EglBitmapNonPowerOfTwo</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for non power of two textures</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmapNotSupported.html">EglBitmapNotSupported</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for not supported functions</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmapSizeToLarge.html">EglBitmapSizeToLarge</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for to large textures</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.EglBitmapUnsupportedFormat.html">EglBitmapUnsupportedFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>exception for unsupporetd formats</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestTexture">glBitmapCreateTestTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultDeleteTextureOnFree">glBitmapGetDefaultDeleteTextureOnFree</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFilter">glBitmapGetDefaultFilter</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFormat">glBitmapGetDefaultFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultFreeDataAfterGenTexture">glBitmapGetDefaultFreeDataAfterGenTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultMipmap">glBitmapGetDefaultMipmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultSwizzle">glBitmapGetDefaultSwizzle</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapGetDefaultTextureWrap">glBitmapGetDefaultTextureWrap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapPosition">glBitmapPosition</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ub">glBitmapRec4ub</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ubCompare">glBitmapRec4ubCompare</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ui">glBitmapRec4ui</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4uiCompare">glBitmapRec4uiCompare</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapRec4ul">glBitmapRec4ul</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultDeleteTextureOnFree">glBitmapSetDefaultDeleteTextureOnFree</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFilter">glBitmapSetDefaultFilter</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFormat">glBitmapSetDefaultFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultFreeDataAfterGenTexture">glBitmapSetDefaultFreeDataAfterGenTexture</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultMipmap">glBitmapSetDefaultMipmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultSwizzle">glBitmapSetDefaultSwizzle</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSetDefaultWrap">glBitmapSetDefaultWrap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapSize">glBitmapSize</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#NULL_SIZE">NULL_SIZE</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#PglBitmapPixelData">PglBitmapPixelData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects and to load, save and manipulate texture data</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D)</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>Portable Network Graphic file (PNG)</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileTypes">TglBitmapFileTypes</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>type that describes the format of the data stored in a texture. the name of formats is composed of the following constituents: - multiple channels: - channel (e.g. R, G, B, A or Alpha, Luminance or X (reserved)) - width of the chanel in bit (4, 8, 16, ...) - data type (e.g. ub, us, ui) - number of elements of data types</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>describes the properties of a given texture data format</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>callback to use for converting texture data</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store data for converting in</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>possible mipmap types</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for cube normal maps</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>possible normal map functions</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store pixel data in</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapSize.html">TglBitmapSize</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapSizeFields">TglBitmapSizeFields</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>All Types</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="allitems">All Types</h1>
<table class="itemstable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemunit">Unit</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#PglBitmapPixelData">PglBitmapPixelData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>Portable Network Graphic file (PNG)</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileTypes">TglBitmapFileTypes</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>type that describes the format of the data stored in a texture. the name of formats is composed of the following constituents: - multiple channels: - channel (e.g. R, G, B, A or Alpha, Luminance or X (reserved)) - width of the chanel in bit (4, 8, 16, ...) - data type (e.g. ub, us, ui) - number of elements of data types</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>callback to use for converting texture data</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>possible mipmap types</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>possible normal map functions</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapSizeFields">TglBitmapSizeFields</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td>
</tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>All Units</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="allitems">All Units</h1>
<table class="unitstable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>glBitmap by Steffen Xonna aka Lossy eX (2003-2008) <a href="http://www.opengl24.de/index.php?cat=header&amp;file=glbitmap">http://www.opengl24.de/index.php?cat=header&amp;file=glbitmap</a>

<p>modified by Delphi OpenGL Community (<a href="http://delphigl.com/">http://delphigl.com/</a>) (2013)

<p>The contents of this file are used with permission, subject to the Mozilla Public License Version 1.1 (the &quot;License&quot;); you may not use this file except in compliance with the License. You may obtain a copy of the License at <a href="http://www.mozilla.org/MPL/MPL-1.1.html">http://www.mozilla.org/MPL/MPL-1.1.html</a>

<p>The glBitmap is a Delphi/FPC unit that contains several wrapper classes to manage OpenGL texture objects. Below you can find a list of the main functionality of this classes: - load texture data from file (e.g. BMP, TGA, DDS, PNG, JPEG, ...) - load texture data from several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface) - save texture data to file (e.g. BMP, TGA, DDS, PNG, JPEG, ...) - save texture data to several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface) - support for many texture formats (e.g. RGB8, BGR8, RGBA8, BGRA8, ...) - manage texture properties (e.g. Filter, Clamp, Mipmap, ...) - upload texture data to video card - download texture data from video card - manipulate texture data (e.g. add alpha, remove alpha, convert to other format, switch RGB, ...)</p></td>
</tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>All Variables</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="allitems">All Variables</h1>
<p>
The units do not contain any variables.</p>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Class Hierarchy</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
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<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="allitems">Class Hierarchy</h1>
<ul class="hierarchylevel">
<li>TObject<ul class="hierarchylevel">
<li>Exception<ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.EglBitmap.html">EglBitmap</a><ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.EglBitmapNonPowerOfTwo.html">EglBitmapNonPowerOfTwo</a><li><a class="bold" href="glBitmap.EglBitmapSizeToLarge.html">EglBitmapSizeToLarge</a><li><a class="bold" href="glBitmap.EglBitmapUnsupportedFormat.html">EglBitmapUnsupportedFormat</a></ul>
</li>
<li><a class="bold" href="glBitmap.EglBitmapNotSupported.html">EglBitmapNotSupported</a></ul>
</li>
<li><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a><ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a><li><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a><ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a><ul class="hierarchylevel">
<li><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></ul>
</li>
</ul>
</li>
</ul>
</li>
<li><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></ul>
</li>
</ul>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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[Defines]
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Item_1=MSWINDOWS
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[Header]
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BIN
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>glBitmap: Class EglBitmap</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
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<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="EglBitmap"></a><h1 class="cio">Class EglBitmap</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmap = class(Exception)</code></p>
<h2 class="description">Description</h2>
<p>
glBitmap exception</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="thisitem">EglBitmap</li></ul><hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
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<title>glBitmap: Class EglBitmapNonPowerOfTwo</title>
<meta name="generator" content="PasDoc 0.13.0">
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<a name="EglBitmapNonPowerOfTwo"></a><h1 class="cio">Class EglBitmapNonPowerOfTwo</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmapNonPowerOfTwo = class(<a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
exception for non power of two textures</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="ancestor"><a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a></li>
<li class="thisitem">EglBitmapNonPowerOfTwo</li></ul><hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>glBitmap: Class EglBitmapNotSupported</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
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<a name="EglBitmapNotSupported"></a><h1 class="cio">Class EglBitmapNotSupported</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmapNotSupported = class(Exception)</code></p>
<h2 class="description">Description</h2>
<p>
exception for not supported functions</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="thisitem">EglBitmapNotSupported</li></ul><hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>glBitmap: Class EglBitmapSizeToLarge</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
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<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="EglBitmapSizeToLarge"></a><h1 class="cio">Class EglBitmapSizeToLarge</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmapSizeToLarge = class(<a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
exception for to large textures</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="ancestor"><a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a></li>
<li class="thisitem">EglBitmapSizeToLarge</li></ul><hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>glBitmap: Class EglBitmapUnsupportedFormat</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
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<body>
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<a name="EglBitmapUnsupportedFormat"></a><h1 class="cio">Class EglBitmapUnsupportedFormat</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type EglBitmapUnsupportedFormat = class(<a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
exception for unsupporetd formats</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="ancestor"><a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a></li>
<li class="thisitem">EglBitmapUnsupportedFormat</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="glBitmap.EglBitmapUnsupportedFormat.html#Create">Create</a></b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>); overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="glBitmap.EglBitmapUnsupportedFormat.html#Create">Create</a></b>(const aMsg: String; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>); overload;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>); overload;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aMsg: String; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>); overload;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>glBitmap: Class TglBitmap1D</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TglBitmap1D"></a><h1 class="cio">Class TglBitmap1D</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmap1D = class(<a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a></li>
<li class="thisitem">TglBitmap1D</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#SetDataPointer">SetDataPointer</a></b>(var aData: PByte; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aWidth: Integer = - 1; const aHeight: Integer = - 1); override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#UploadData">UploadData</a></b>(const aBuildWithGlu: Boolean);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmap1D.html#FlipHorz">FlipHorz</a></b>: Boolean; override;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#GenTexture">GenTexture</a></b>(const aTestTextureSize: Boolean = true); override;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmap1D.html#Width">Width</a></b>;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetDataPointer"></a><code>procedure <b>SetDataPointer</b>(var aData: PByte; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aWidth: Integer = - 1; const aHeight: Integer = - 1); override;</code></td>
</tr>
<tr><td colspan="2">
<p>
set data pointer of texture data </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aData</dt>
<dd>pointer to new texture data (be carefull, aData could be freed by this function)</dd>
<dt>aFormat</dt>
<dd>format of the data stored at aData</dd>
<dt>aWidth</dt>
<dd>width of the texture data</dd>
<dt>aHeight</dt>
<dd>height of the texture data</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aBuildWithGlu: Boolean);</code></td>
</tr>
<tr><td colspan="2">
<p>
upload the texture data to video card </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aBuildWithGlu</dt>
<dd>use glu functions to build mipmaps</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AfterConstruction"></a><code>procedure <b>AfterConstruction</b>; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
this method is called after constructor and initializes the object</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FlipHorz"></a><code>function <b>FlipHorz</b>: Boolean; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
flip texture horizontally </p>
<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> on success, @fals otherwise</p></td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GenTexture"></a><code>procedure <b>GenTexture</b>(const aTestTextureSize: Boolean = true); override;</code></td>
</tr>
<tr><td colspan="2">
<p>
generate texture (create texture object if not exist, set texture parameters and upload data </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aTestTextureSize</dt>
<dd>check the size of the texture and throw exception if something is wrong</dd>
</dl>
</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Width"></a><code>property <b>Width</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
actual with of the texture</p>
</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
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<title>glBitmap: Class TglBitmap2D</title>
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<a name="TglBitmap2D"></a><h1 class="cio">Class TglBitmap2D</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmap2D = class(<a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D)</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a></li>
<li class="thisitem">TglBitmap2D</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code><b><a href="glBitmap.TglBitmap2D.html#fLines">fLines</a></b>: array of PByte;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmap2D.html#GetScanline">GetScanline</a></b>(const aIndex: Integer): Pointer;</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap2D.html#SetDataPointer">SetDataPointer</a></b>(var aData: PByte; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aWidth: Integer = - 1; const aHeight: Integer = - 1); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap2D.html#UploadData">UploadData</a></b>(const aTarget: GLenum);</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap2D.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap2D.html#GrabScreen">GrabScreen</a></b>(const aTop, aLeft, aRight, aBottom: Integer; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap2D.html#GenTexture">GenTexture</a></b>(const aTestTextureSize: Boolean = true); override;</code></td>
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<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmap2D.html#FlipHorz">FlipHorz</a></b>: Boolean; override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmap2D.html#FlipVert">FlipVert</a></b>: Boolean; override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap2D.html#GenerateNormalMap">GenerateNormalMap</a></b>(const aFunc: <a href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a> = nm3x3; const aScale: Single = 2; const aUseAlpha: Boolean = false);</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmap2D.html#Width">Width</a></b>;</code></td>
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<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmap2D.html#Height">Height</a></b>;</code></td>
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<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmap2D.html#Scanline">Scanline</a></b>[constaIndex:Integer]: Pointer read <a href="glBitmap.TglBitmap2D.html#GetScanline">GetScanline</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="fLines"></a><code><b>fLines</b>: array of PByte;</code></td>
</tr>
<tr><td colspan="2">
<p>
array to store scanline entry points in</p>
</td></tr>
</table>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="GetScanline"></a><code>function <b>GetScanline</b>(const aIndex: Integer): Pointer;</code></td>
</tr>
<tr><td colspan="2">
<p>
get a specific scanline </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aIndex</dt>
<dd>index of the scanline to return</dd>
</dl>
<h6 class="description_section">Returns</h6>
<p class="return">scanline at position aIndex or <code>Nil</code></p></td></tr>
</table>
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<td class="itemcode"><a name="SetDataPointer"></a><code>procedure <b>SetDataPointer</b>(var aData: PByte; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aWidth: Integer = - 1; const aHeight: Integer = - 1); override;</code></td>
</tr>
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<p>
set data pointer of texture data </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aData</dt>
<dd>pointer to new texture data (be carefull, aData could be freed by this function)</dd>
<dt>aFormat</dt>
<dd>format of the data stored at aData</dd>
<dt>aWidth</dt>
<dd>width of the texture data</dd>
<dt>aHeight</dt>
<dd>height of the texture data</dd>
</dl>
</td></tr>
</table>
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<td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aTarget: GLenum);</code></td>
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<tr><td colspan="2">
<p>
upload the texture data to video card </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aTarget</dt>
<dd>target o upload data to (e.g. GL_TEXTURE_2D)</dd>
<dt>aBuildWithGlu</dt>
<dd>use glu functions to build mipmaps</dd>
</dl>
</td></tr>
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<td class="itemcode"><a name="AfterConstruction"></a><code>procedure <b>AfterConstruction</b>; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
this method is called after constructor and initializes the object</p>
</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GrabScreen"></a><code>procedure <b>GrabScreen</b>(const aTop, aLeft, aRight, aBottom: Integer; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
copy a part of the frame buffer top the texture </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aTop</dt>
<dd>topmost pixel to copy</dd>
<dt>aLeft</dt>
<dd>leftmost pixel to copy</dd>
<dt>aRight</dt>
<dd>rightmost pixel to copy</dd>
<dt>aBottom</dt>
<dd>bottommost pixel to copy</dd>
<dt>aFormat</dt>
<dd>format to store data in</dd>
</dl>
</td></tr>
</table>
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<td class="itemcode"><a name="GenTexture"></a><code>procedure <b>GenTexture</b>(const aTestTextureSize: Boolean = true); override;</code></td>
</tr>
<tr><td colspan="2">
<p>
generate texture (create texture object if not exist, set texture parameters and upload data) </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aTestTextureSize</dt>
<dd>check the size of the texture and throw exception if something is wrong</dd>
</dl>
</td></tr>
</table>
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<td class="itemcode"><a name="FlipHorz"></a><code>function <b>FlipHorz</b>: Boolean; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
flip texture horizontally </p>
<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
</table>
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<td class="itemcode"><a name="FlipVert"></a><code>function <b>FlipVert</b>: Boolean; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
flip texture vertically </p>
<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GenerateNormalMap"></a><code>procedure <b>GenerateNormalMap</b>(const aFunc: <a href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a> = nm3x3; const aScale: Single = 2; const aUseAlpha: Boolean = false);</code></td>
</tr>
<tr><td colspan="2">
<p>
create normal map from texture data </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aFunc</dt>
<dd>normal map function to generate normalmap with</dd>
<dt>aScale</dt>
<dd>scale of the normale stored in the normal map</dd>
<dt>aUseAlpha</dt>
<dd>generate normalmap from alpha channel data (if present)</dd>
</dl>
</td></tr>
</table>
<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Width"></a><code>property <b>Width</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
actual width of the texture</p>
</td></tr>
</table>
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<td class="itemcode"><a name="Height"></a><code>property <b>Height</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
actual height of the texture</p>
</td></tr>
</table>
<table class="detail wide_list">
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Scanline"></a><code>property <b>Scanline</b>[constaIndex:Integer]: Pointer read <a href="glBitmap.TglBitmap2D.html#GetScanline">GetScanline</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
scanline to access texture data directly</p>
</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>glBitmap: Class TglBitmapCubeMap</title>
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<a name="TglBitmapCubeMap"></a><h1 class="cio">Class TglBitmapCubeMap</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapCubeMap = class(<a class="normal" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a>)</code></p>
<h2 class="description">Description</h2>
<p>
wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a></li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></li>
<li class="thisitem">TglBitmapCubeMap</li></ul><h2 class="overview">Overview</h2>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#GenTexture">GenTexture</a></b>(const aTestTextureSize: Boolean = true); reintroduce;</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#GenerateCubeMap">GenerateCubeMap</a></b>(const aCubeTarget: Cardinal; const aTestTextureSize: Boolean = true);</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#Bind">Bind</a></b>( const aEnableTextureUnit: Boolean = true); reintroduce; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#Unbind">Unbind</a></b>( const aDisableTextureUnit: Boolean = true); reintroduce; virtual;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="GenTexture"></a><code>procedure <b>GenTexture</b>(const aTestTextureSize: Boolean = true); reintroduce;</code></td>
</tr>
<tr><td colspan="2">
<p>
generate texture (create texture object if not exist, set texture parameters and upload data do not call directly for cubemaps, use GenerateCubeMap instead </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aTestTextureSize</dt>
<dd>check the size of the texture and throw exception if something is wrong</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
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<td class="itemcode"><a name="AfterConstruction"></a><code>procedure <b>AfterConstruction</b>; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
this method is called after constructor and initializes the object</p>
</td></tr>
</table>
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<td class="itemcode"><a name="GenerateCubeMap"></a><code>procedure <b>GenerateCubeMap</b>(const aCubeTarget: Cardinal; const aTestTextureSize: Boolean = true);</code></td>
</tr>
<tr><td colspan="2">
<p>
generate texture (create texture object if not exist, set texture parameters and upload data </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aCubeTarget</dt>
<dd>cube map target to upload data to (e.g. GL_TEXTURE_CUBE_MAP_POSITIVE_X)</dd>
<dt>aTestTextureSize</dt>
<dd>check the size of the texture and throw exception if something is wrong</dd>
</dl>
</td></tr>
</table>
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<td class="itemcode"><a name="Bind"></a><code>procedure <b>Bind</b>( const aEnableTextureUnit: Boolean = true); reintroduce; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
bind texture </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aEnableTexCoordsGen</dt>
<dd>enable cube map generator</dd>
<dt>aEnableTextureUnit</dt>
<dd>enable texture unit</dd>
</dl>
</td></tr>
</table>
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<td class="itemcode"><a name="Unbind"></a><code>procedure <b>Unbind</b>( const aDisableTextureUnit: Boolean = true); reintroduce; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
unbind texture </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aDisableTexCoordsGen</dt>
<dd>disable cube map generator</dd>
<dt>aDisableTextureUnit</dt>
<dd>disable texture unit</dd>
</dl>
</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
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<title>glBitmap: Class TglBitmapFormatDescriptor</title>
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<a name="TglBitmapFormatDescriptor"></a><h1 class="cio">Class TglBitmapFormatDescriptor</h1>
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<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapFormatDescriptor = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
describes the properties of a given texture data format</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TglBitmapFormatDescriptor</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fBytesPerPixel">fBytesPerPixel</a></b>: Single;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fChannelCount">fChannelCount</a></b>: Integer;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fMask">fMask</a></b>: <a href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fRange">fRange</a></b>: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fFormat">fFormat</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fWithoutAlpha">fWithoutAlpha</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fOpenGLFormat">fOpenGLFormat</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fRGBInverted">fRGBInverted</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fUncompressed">fUncompressed</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fBitsPerPixel">fBitsPerPixel</a></b>: Integer;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fIsCompressed">fIsCompressed</a></b>: Boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fPrecision">fPrecision</a></b>: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fShift">fShift</a></b>: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fglFormat">fglFormat</a></b>: GLenum;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fglInternalFormat">fglInternalFormat</a></b>: GLenum;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFormatDescriptor.html#fglDataFormat">fglDataFormat</a></b>: GLenum;</code></td>
</tr>
</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasRed">GetHasRed</a></b>: Boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasGreen">GetHasGreen</a></b>: Boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasBlue">GetHasBlue</a></b>: Boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasAlpha">GetHasAlpha</a></b>: Boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasColor">GetHasColor</a></b>: Boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetIsGrayscale">GetIsGrayscale</a></b>: Boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapFormatDescriptor.html#SetValues">SetValues</a></b>; virtual;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapFormatDescriptor.html#CalcValues">CalcValues</a></b>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="glBitmap.TglBitmapFormatDescriptor.html#Create">Create</a></b>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>class function <b><a href="glBitmap.TglBitmapFormatDescriptor.html#GetByFormat">GetByFormat</a></b>(const aInternalFormat: GLenum): <a href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a>;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#Format">Format</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fFormat">fFormat</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#ChannelCount">ChannelCount</a></b>: Integer read <a href="glBitmap.TglBitmapFormatDescriptor.html#fChannelCount">fChannelCount</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#IsCompressed">IsCompressed</a></b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#fIsCompressed">fIsCompressed</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#BitsPerPixel">BitsPerPixel</a></b>: Integer read <a href="glBitmap.TglBitmapFormatDescriptor.html#fBitsPerPixel">fBitsPerPixel</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#BytesPerPixel">BytesPerPixel</a></b>: Single read <a href="glBitmap.TglBitmapFormatDescriptor.html#fBytesPerPixel">fBytesPerPixel</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#Precision">Precision</a></b>: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fPrecision">fPrecision</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#Shift">Shift</a></b>: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fShift">fShift</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#Range">Range</a></b>: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fRange">fRange</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#Mask">Mask</a></b>: <a href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fMask">fMask</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#RGBInverted">RGBInverted</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fRGBInverted">fRGBInverted</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#WithAlpha">WithAlpha</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#WithoutAlpha">WithoutAlpha</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#OpenGLFormat">OpenGLFormat</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fOpenGLFormat">fOpenGLFormat</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#Uncompressed">Uncompressed</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fUncompressed">fUncompressed</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#glFormat">glFormat</a></b>: GLenum read <a href="glBitmap.TglBitmapFormatDescriptor.html#fglFormat">fglFormat</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#glInternalFormat">glInternalFormat</a></b>: GLenum read <a href="glBitmap.TglBitmapFormatDescriptor.html#fglInternalFormat">fglInternalFormat</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#glDataFormat">glDataFormat</a></b>: GLenum read <a href="glBitmap.TglBitmapFormatDescriptor.html#fglDataFormat">fglDataFormat</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#HasRed">HasRed</a></b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasRed">GetHasRed</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#HasGreen">HasGreen</a></b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasGreen">GetHasGreen</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#HasBlue">HasBlue</a></b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasBlue">GetHasBlue</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#HasAlpha">HasAlpha</a></b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasAlpha">GetHasAlpha</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#HasColor">HasColor</a></b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasColor">GetHasColor</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="glBitmap.TglBitmapFormatDescriptor.html#IsGrayscale">IsGrayscale</a></b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetIsGrayscale">GetIsGrayscale</a>;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="fBytesPerPixel"></a><code><b>fBytesPerPixel</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
number of bytes for each pixel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="fChannelCount"></a><code><b>fChannelCount</b>: Integer;</code></td>
</tr>
<tr><td colspan="2">
<p>
number of color channels</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="fMask"></a><code><b>fMask</b>: <a href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
bitmask for each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="fRange"></a><code><b>fRange</b>: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
maximal value of each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fFormat"></a><code><b>fFormat</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
format this descriptor belongs to</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fWithAlpha"></a><code><b>fWithAlpha</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format with alpha channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fWithoutAlpha"></a><code><b>fWithoutAlpha</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format without alpha channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fOpenGLFormat"></a><code><b>fOpenGLFormat</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format that is supported by OpenGL</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fRGBInverted"></a><code><b>fRGBInverted</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format with inverted RGB channels</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fUncompressed"></a><code><b>fUncompressed</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format with uncompressed data</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fBitsPerPixel"></a><code><b>fBitsPerPixel</b>: Integer;</code></td>
</tr>
<tr><td colspan="2">
<p>
number of bits per pixel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fIsCompressed"></a><code><b>fIsCompressed</b>: Boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> if the format is compressed, <code>False</code> otherwise</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fPrecision"></a><code><b>fPrecision</b>: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
number of bits for each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fShift"></a><code><b>fShift</b>: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
bit offset for each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fglFormat"></a><code><b>fglFormat</b>: GLenum;</code></td>
</tr>
<tr><td colspan="2">
<p>
OpenGL format enum (e.g. GL_RGB)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fglInternalFormat"></a><code><b>fglInternalFormat</b>: GLenum;</code></td>
</tr>
<tr><td colspan="2">
<p>
OpenGL internal format enum (e.g. GL_RGB8)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="fglDataFormat"></a><code><b>fglDataFormat</b>: GLenum;</code></td>
</tr>
<tr><td colspan="2">
<p>
OpenGL data format enum (e.g. GL_UNSIGNED_BYTE)</p>
</td></tr>
</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="GetHasRed"></a><code>function <b>GetHasRed</b>: Boolean;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> if the format has a red color channel, <code>False</code> otherwise</p></td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="GetHasGreen"></a><code>function <b>GetHasGreen</b>: Boolean;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> if the format has a green color channel, <code>False</code> otherwise</p></td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="GetHasBlue"></a><code>function <b>GetHasBlue</b>: Boolean;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> if the format has a blue color channel, <code>False</code> otherwise</p></td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="GetHasAlpha"></a><code>function <b>GetHasAlpha</b>: Boolean;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> if the format has a alpha color channel, <code>False</code> otherwise</p></td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="GetHasColor"></a><code>function <b>GetHasColor</b>: Boolean;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> if the format has any color color channel, <code>False</code> otherwise</p></td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="private.gif" alt="Private" title="Private"></a></td>
<td class="itemcode"><a name="GetIsGrayscale"></a><code>function <b>GetIsGrayscale</b>: Boolean;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;<h6 class="description_section">Returns</h6>
<p class="return"><code>True</code> if the format is a grayscale format, <code>False</code> otherwise</p></td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="SetValues"></a><code>procedure <b>SetValues</b>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
set values for this format descriptor</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="CalcValues"></a><code>procedure <b>CalcValues</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
calculate cached values</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
</tr>
<tr><td colspan="2">
<p>
constructor</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetByFormat"></a><code>class function <b>GetByFormat</b>(const aInternalFormat: GLenum): <a href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
get the format descriptor by a given OpenGL internal format </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aInternalFormat</dt>
<dd>OpenGL internal format to get format descriptor for</dd>
</dl>
<h6 class="description_section">Returns</h6>
<p class="return">suitable format descriptor or tfEmpty-Descriptor</p></td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Format"></a><code>property <b>Format</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fFormat">fFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
format this descriptor belongs to</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ChannelCount"></a><code>property <b>ChannelCount</b>: Integer read <a href="glBitmap.TglBitmapFormatDescriptor.html#fChannelCount">fChannelCount</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
number of color channels</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsCompressed"></a><code>property <b>IsCompressed</b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#fIsCompressed">fIsCompressed</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> if the format is compressed, <code>False</code> otherwise</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BitsPerPixel"></a><code>property <b>BitsPerPixel</b>: Integer read <a href="glBitmap.TglBitmapFormatDescriptor.html#fBitsPerPixel">fBitsPerPixel</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
number of bytes per pixel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BytesPerPixel"></a><code>property <b>BytesPerPixel</b>: Single read <a href="glBitmap.TglBitmapFormatDescriptor.html#fBytesPerPixel">fBytesPerPixel</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
number of bits per pixel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Precision"></a><code>property <b>Precision</b>: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fPrecision">fPrecision</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
number of bits for each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Shift"></a><code>property <b>Shift</b>: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fShift">fShift</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
bit offset for each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Range"></a><code>property <b>Range</b>: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fRange">fRange</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
maximal value of each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Mask"></a><code>property <b>Mask</b>: <a href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fMask">fMask</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
bitmask for each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="RGBInverted"></a><code>property <b>RGBInverted</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fRGBInverted">fRGBInverted</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format with inverted RGB channels</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="WithAlpha"></a><code>property <b>WithAlpha</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format with alpha channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="WithoutAlpha"></a><code>property <b>WithoutAlpha</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fWithAlpha">fWithAlpha</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format without alpha channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="OpenGLFormat"></a><code>property <b>OpenGLFormat</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fOpenGLFormat">fOpenGLFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format that is supported by OpenGL</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Uncompressed"></a><code>property <b>Uncompressed</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a href="glBitmap.TglBitmapFormatDescriptor.html#fUncompressed">fUncompressed</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
suitable format with uncompressed data</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="glFormat"></a><code>property <b>glFormat</b>: GLenum read <a href="glBitmap.TglBitmapFormatDescriptor.html#fglFormat">fglFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
OpenGL format enum (e.g. GL_RGB)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="glInternalFormat"></a><code>property <b>glInternalFormat</b>: GLenum read <a href="glBitmap.TglBitmapFormatDescriptor.html#fglInternalFormat">fglInternalFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
OpenGL internal format enum (e.g. GL_RGB8)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="glDataFormat"></a><code>property <b>glDataFormat</b>: GLenum read <a href="glBitmap.TglBitmapFormatDescriptor.html#fglDataFormat">fglDataFormat</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
OpenGL data format enum (e.g. GL_UNSIGNED_BYTE)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="HasRed"></a><code>property <b>HasRed</b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasRed">GetHasRed</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> if the format has a red color channel, <code>False</code> otherwise</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="HasGreen"></a><code>property <b>HasGreen</b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasGreen">GetHasGreen</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> if the format has a green color channel, <code>False</code> otherwise</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="HasBlue"></a><code>property <b>HasBlue</b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasBlue">GetHasBlue</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> if the format has a blue color channel, <code>False</code> otherwise</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="HasAlpha"></a><code>property <b>HasAlpha</b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasAlpha">GetHasAlpha</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> if the format has a alpha color channel, <code>False</code> otherwise</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="HasColor"></a><code>property <b>HasColor</b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetHasColor">GetHasColor</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> if the format has any color color channel, <code>False</code> otherwise</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsGrayscale"></a><code>property <b>IsGrayscale</b>: Boolean read <a href="glBitmap.TglBitmapFormatDescriptor.html#GetIsGrayscale">GetIsGrayscale</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>True</code> if the format is a grayscale format, <code>False</code> otherwise</p>
</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>glBitmap: record TglBitmapFunctionRec</title>
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<a name="TglBitmapFunctionRec"></a><h1 class="cio">record TglBitmapFunctionRec</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Hierarchy</td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapFunctionRec = record</code></p>
<h2 class="description">Description</h2>
<p>
structure to store data for converting in</p>
<h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Sender">Sender</a></b>: <a href="glBitmap.TglBitmap.html">TglBitmap</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Size">Size</a></b>: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Position">Position</a></b>: <a href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Source">Source</a></b>: <a href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Dest">Dest</a></b>: <a href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Args">Args</a></b>: Pointer;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Sender"></a><code><b>Sender</b>: <a href="glBitmap.TglBitmap.html">TglBitmap</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
texture object that stores the data to convert</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Size"></a><code><b>Size</b>: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
size of the texture</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Position"></a><code><b>Position</b>: <a href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
position of the currently pixel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Source"></a><code><b>Source</b>: <a href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
pixel data of the current pixel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Dest"></a><code><b>Dest</b>: <a href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
new data of the pixel (must be filled in)</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Args"></a><code><b>Args</b>: Pointer;</code></td>
</tr>
<tr><td colspan="1">
<p>
user defined args that was passed to the convert function</p>
</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
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<title>glBitmap: Class TglBitmapNormalMap</title>
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<a name="TglBitmapNormalMap"></a><h1 class="cio">Class TglBitmapNormalMap</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapNormalMap = class(<a class="normal" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a>)</code></p>
<h2 class="description">Description</h2>
<p>
wrapper class for cube normal maps</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a></li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></li>
<li class="ancestor"><a class="normal" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a></li>
<li class="thisitem">TglBitmapNormalMap</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapNormalMap.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapNormalMap.html#GenerateNormalMap">GenerateNormalMap</a></b>(const aSize: Integer = 32; const aTestTextureSize: Boolean = true);</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AfterConstruction"></a><code>procedure <b>AfterConstruction</b>; override;</code></td>
</tr>
<tr><td colspan="2">
<p>
this method is called after constructor and initializes the object</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GenerateNormalMap"></a><code>procedure <b>GenerateNormalMap</b>(const aSize: Integer = 32; const aTestTextureSize: Boolean = true);</code></td>
</tr>
<tr><td colspan="2">
<p>
create cube normal map from texture data and upload it to video card </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aSize</dt>
<dd>size of each cube map texture</dd>
<dt>aTestTextureSize</dt>
<dd>check texture size when uploading and throw exception if something is wrong</dd>
</dl>
</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>glBitmap: packed record TglBitmapPixelData</title>
<meta name="generator" content="PasDoc 0.13.0">
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<link rel="StyleSheet" type="text/css" href="pasdoc.css">
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<a name="TglBitmapPixelData"></a><h1 class="cio">packed record TglBitmapPixelData</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Hierarchy</td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapPixelData = packed record</code></p>
<h2 class="description">Description</h2>
<p>
structure to store pixel data in</p>
<h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapPixelData.html#Data">Data</a></b>: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapPixelData.html#Range">Range</a></b>: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapPixelData.html#Format">Format</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Data"></a><code><b>Data</b>: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
color data for each color channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Range"></a><code><b>Range</b>: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
maximal color value for each channel</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Format"></a><code><b>Format</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
format of the pixel</p>
</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
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<title>glBitmap: packed record TglBitmapRec4ub</title>
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<a name="TglBitmapRec4ub"></a><h1 class="cio">packed record TglBitmapRec4ub</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Hierarchy</td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapRec4ub = packed record</code></p>
<h2 class="description">Description</h2>
<p>
record that stores 4 unsigned byte values</p>
<h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ub.html#r">r</a></b>: Byte</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ub.html#g">g</a></b>: Byte</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ub.html#b">b</a></b>: Byte</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ub.html#a">a</a></b>: Byte</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ub.html#arr">arr</a></b>: array[0..3] of Byte</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="r"></a><code><b>r</b>: Byte</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="g"></a><code><b>g</b>: Byte</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="b"></a><code><b>b</b>: Byte</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="a"></a><code><b>a</b>: Byte</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="arr"></a><code><b>arr</b>: array[0..3] of Byte</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
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<title>glBitmap: packed record TglBitmapRec4ui</title>
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<a name="TglBitmapRec4ui"></a><h1 class="cio">packed record TglBitmapRec4ui</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Hierarchy</td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapRec4ui = packed record</code></p>
<h2 class="description">Description</h2>
<p>
record that stores 4 unsigned integer values</p>
<h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ui.html#r">r</a></b>: Cardinal</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ui.html#g">g</a></b>: Cardinal</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ui.html#b">b</a></b>: Cardinal</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ui.html#a">a</a></b>: Cardinal</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ui.html#arr">arr</a></b>: array[0..3] of Cardinal</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="r"></a><code><b>r</b>: Cardinal</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="g"></a><code><b>g</b>: Cardinal</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="b"></a><code><b>b</b>: Cardinal</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="a"></a><code><b>a</b>: Cardinal</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="arr"></a><code><b>arr</b>: array[0..3] of Cardinal</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
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<title>glBitmap: packed record TglBitmapRec4ul</title>
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<a name="TglBitmapRec4ul"></a><h1 class="cio">packed record TglBitmapRec4ul</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Hierarchy</td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapRec4ul = packed record</code></p>
<h2 class="description">Description</h2>
<p>
record that stores 4 unsigned long integer values</p>
<h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ul.html#r">r</a></b>: QWord</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ul.html#g">g</a></b>: QWord</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ul.html#b">b</a></b>: QWord</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ul.html#a">a</a></b>: QWord</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapRec4ul.html#arr">arr</a></b>: array[0..3] of QWord</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="r"></a><code><b>r</b>: QWord</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="g"></a><code><b>g</b>: QWord</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="b"></a><code><b>b</b>: QWord</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="a"></a><code><b>a</b>: QWord</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="arr"></a><code><b>arr</b>: array[0..3] of QWord</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
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<title>glBitmap: packed record TglBitmapSize</title>
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<a name="TglBitmapSize"></a><h1 class="cio">packed record TglBitmapSize</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Hierarchy</td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td>Methods</td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TglBitmapSize = packed record</code></p>
<h2 class="description">Description</h2>
&nbsp;<h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapSize.html#Fields">Fields</a></b>: <a href="glBitmap.html#TglBitmapSizeFields">TglBitmapSizeFields</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapSize.html#X">X</a></b>: Word;</code></td>
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<td class="itemcode"><code><b><a href="glBitmap.TglBitmapSize.html#Y">Y</a></b>: Word;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
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<td class="itemcode"><a name="Fields"></a><code><b>Fields</b>: <a href="glBitmap.html#TglBitmapSizeFields">TglBitmapSizeFields</a>;</code></td>
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&nbsp;</td></tr>
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<table class="detail wide_list">
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<td class="itemcode"><a name="X"></a><code><b>X</b>: Word;</code></td>
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<td class="itemcode"><a name="Y"></a><code><b>Y</b>: Word;</code></td>
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<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-21 15:05:48</em>
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<title>glBitmap</title>
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<h1 class="unit">Unit glBitmap</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Uses</td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td><a class="section" href="#PasDoc-Constants">Constants</a></td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
glBitmap by Steffen Xonna aka Lossy eX (2003-2008) <a href="http://www.opengl24.de/index.php?cat=header&amp;file=glbitmap">http://www.opengl24.de/index.php?cat=header&amp;file=glbitmap</a>

<p>modified by Delphi OpenGL Community (<a href="http://delphigl.com/">http://delphigl.com/</a>) (2013)

<p>The contents of this file are used with permission, subject to the Mozilla Public License Version 1.1 (the &quot;License&quot;); you may not use this file except in compliance with the License. You may obtain a copy of the License at <a href="http://www.mozilla.org/MPL/MPL-1.1.html">http://www.mozilla.org/MPL/MPL-1.1.html</a>

<p>The glBitmap is a Delphi/FPC unit that contains several wrapper classes to manage OpenGL texture objects. Below you can find a list of the main functionality of this classes: - load texture data from file (e.g. BMP, TGA, DDS, PNG, JPEG, ...) - load texture data from several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface) - save texture data to file (e.g. BMP, TGA, DDS, PNG, JPEG, ...) - save texture data to several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface) - support for many texture formats (e.g. RGB8, BGR8, RGBA8, BGRA8, ...) - manage texture properties (e.g. Filter, Clamp, Mipmap, ...) - upload texture data to video card - download texture data from video card - manipulate texture data (e.g. add alpha, remove alpha, convert to other format, switch RGB, ...)</p>
<a name="PasDoc-Uses"></a><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
<table class="classestable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.EglBitmap.html"><code>EglBitmap</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.EglBitmapNotSupported.html"><code>EglBitmapNotSupported</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.EglBitmapSizeToLarge.html"><code>EglBitmapSizeToLarge</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.EglBitmapNonPowerOfTwo.html"><code>EglBitmapNonPowerOfTwo</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.EglBitmapUnsupportedFormat.html"><code>EglBitmapUnsupportedFormat</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapRec4ui.html"><code>TglBitmapRec4ui</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list">
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapRec4ub.html"><code>TglBitmapRec4ub</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapRec4ul.html"><code>TglBitmapRec4ul</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html"><code>TglBitmapFormatDescriptor</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapPixelData.html"><code>TglBitmapPixelData</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list">
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapSize.html"><code>TglBitmapSize</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">record&nbsp;<a class="bold" href="glBitmap.TglBitmapFunctionRec.html"><code>TglBitmapFunctionRec</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap.html"><code>TglBitmap</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap1D.html"><code>TglBitmap1D</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap2D.html"><code>TglBitmap2D</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapCubeMap.html"><code>TglBitmapCubeMap</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapNormalMap.html"><code>TglBitmapNormalMap</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
</table>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapSetDefaultDeleteTextureOnFree">glBitmapSetDefaultDeleteTextureOnFree</a></b>(const aDeleteTextureOnFree: Boolean);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapSetDefaultFreeDataAfterGenTexture">glBitmapSetDefaultFreeDataAfterGenTexture</a></b>(const aFreeData: Boolean);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapSetDefaultMipmap">glBitmapSetDefaultMipmap</a></b>(const aValue: <a href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a>);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapSetDefaultFormat">glBitmapSetDefaultFormat</a></b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapSetDefaultFilter">glBitmapSetDefaultFilter</a></b>(const aMin, aMag: Integer);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapSetDefaultWrap">glBitmapSetDefaultWrap</a></b>( const S: Cardinal = GL_CLAMP_TO_EDGE; const T: Cardinal = GL_CLAMP_TO_EDGE; const R: Cardinal = GL_CLAMP_TO_EDGE);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapSetDefaultSwizzle">glBitmapSetDefaultSwizzle</a></b>(const r: GLenum = GL_RED; g: GLenum = GL_GREEN; b: GLenum = GL_BLUE; a: GLenum = GL_ALPHA);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapGetDefaultDeleteTextureOnFree">glBitmapGetDefaultDeleteTextureOnFree</a></b>: Boolean;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapGetDefaultFreeDataAfterGenTexture">glBitmapGetDefaultFreeDataAfterGenTexture</a></b>: Boolean;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapGetDefaultMipmap">glBitmapGetDefaultMipmap</a></b>: <a href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapGetDefaultFormat">glBitmapGetDefaultFormat</a></b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapGetDefaultFilter">glBitmapGetDefaultFilter</a></b>(var aMin, aMag: Cardinal);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapGetDefaultTextureWrap">glBitmapGetDefaultTextureWrap</a></b>(var S, T, R: Cardinal);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>procedure <b><a href="glBitmap.html#glBitmapGetDefaultSwizzle">glBitmapGetDefaultSwizzle</a></b>(var r, g, b, a: GLenum);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapSize">glBitmapSize</a></b>(X: Integer = -1; Y: Integer = -1): <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapPosition">glBitmapPosition</a></b>(X: Integer = -1; Y: Integer = -1): <a href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapRec4ub">glBitmapRec4ub</a></b>(const r, g, b, a: Byte): <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapRec4ui">glBitmapRec4ui</a></b>(const r, g, b, a: Cardinal): <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapRec4ul">glBitmapRec4ul</a></b>(const r, g, b, a: QWord): <a href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapRec4ubCompare">glBitmapRec4ubCompare</a></b>(const r1, r2: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>): Boolean;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapRec4uiCompare">glBitmapRec4uiCompare</a></b>(const r1, r2: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>): Boolean;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapCreateTestTexture">glBitmapCreateTestTexture</a></b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>): <a href="glBitmap.TglBitmap2D.html">TglBitmap2D</a>;</code></td>
</tr>
</table>
<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a></b> = (...);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a></b> = (...);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.html#TglBitmapFileTypes">TglBitmapFileTypes</a></b> = set of <a href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a></b> = (...);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a></b> = (...);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.html#PglBitmapPixelData">PglBitmapPixelData</a></b> = &circ;<a href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.html#TglBitmapSizeFields">TglBitmapSizeFields</a></b> = set of (ffX, ffY);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a></b> = <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a></b> = procedure(var FuncRec: <a href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a>);</code></td>
</tr>
</table>
<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="glBitmap.html#NULL_SIZE">NULL_SIZE</a></b>: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a> = (Fields: []; X: 0; Y: 0);</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapSetDefaultDeleteTextureOnFree"></a><code>procedure <b>glBitmapSetDefaultDeleteTextureOnFree</b>(const aDeleteTextureOnFree: Boolean);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapSetDefaultFreeDataAfterGenTexture"></a><code>procedure <b>glBitmapSetDefaultFreeDataAfterGenTexture</b>(const aFreeData: Boolean);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapSetDefaultMipmap"></a><code>procedure <b>glBitmapSetDefaultMipmap</b>(const aValue: <a href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a>);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapSetDefaultFormat"></a><code>procedure <b>glBitmapSetDefaultFormat</b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapSetDefaultFilter"></a><code>procedure <b>glBitmapSetDefaultFilter</b>(const aMin, aMag: Integer);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapSetDefaultWrap"></a><code>procedure <b>glBitmapSetDefaultWrap</b>( const S: Cardinal = GL_CLAMP_TO_EDGE; const T: Cardinal = GL_CLAMP_TO_EDGE; const R: Cardinal = GL_CLAMP_TO_EDGE);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapSetDefaultSwizzle"></a><code>procedure <b>glBitmapSetDefaultSwizzle</b>(const r: GLenum = GL_RED; g: GLenum = GL_GREEN; b: GLenum = GL_BLUE; a: GLenum = GL_ALPHA);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapGetDefaultDeleteTextureOnFree"></a><code>function <b>glBitmapGetDefaultDeleteTextureOnFree</b>: Boolean;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapGetDefaultFreeDataAfterGenTexture"></a><code>function <b>glBitmapGetDefaultFreeDataAfterGenTexture</b>: Boolean;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapGetDefaultMipmap"></a><code>function <b>glBitmapGetDefaultMipmap</b>: <a href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapGetDefaultFormat"></a><code>function <b>glBitmapGetDefaultFormat</b>: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapGetDefaultFilter"></a><code>procedure <b>glBitmapGetDefaultFilter</b>(var aMin, aMag: Cardinal);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapGetDefaultTextureWrap"></a><code>procedure <b>glBitmapGetDefaultTextureWrap</b>(var S, T, R: Cardinal);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapGetDefaultSwizzle"></a><code>procedure <b>glBitmapGetDefaultSwizzle</b>(var r, g, b, a: GLenum);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapSize"></a><code>function <b>glBitmapSize</b>(X: Integer = -1; Y: Integer = -1): <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapPosition"></a><code>function <b>glBitmapPosition</b>(X: Integer = -1; Y: Integer = -1): <a href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapRec4ub"></a><code>function <b>glBitmapRec4ub</b>(const r, g, b, a: Byte): <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapRec4ui"></a><code>function <b>glBitmapRec4ui</b>(const r, g, b, a: Cardinal): <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapRec4ul"></a><code>function <b>glBitmapRec4ul</b>(const r, g, b, a: QWord): <a href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapRec4ubCompare"></a><code>function <b>glBitmapRec4ubCompare</b>(const r1, r2: <a href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a>): Boolean;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapRec4uiCompare"></a><code>function <b>glBitmapRec4uiCompare</b>(const r1, r2: <a href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a>): Boolean;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="glBitmapCreateTestTexture"></a><code>function <b>glBitmapCreateTestTexture</b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>): <a href="glBitmap.TglBitmap2D.html">TglBitmap2D</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<h3 class="detail">Types</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TglBitmapFormat"></a><code><b>TglBitmapFormat</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
type that describes the format of the data stored in a texture. the name of formats is composed of the following constituents: - multiple channels: - channel (e.g. R, G, B, A or Alpha, Luminance or X (reserved)) - width of the chanel in bit (4, 8, 16, ...) - data type (e.g. ub, us, ui) - number of elements of data types</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
tfEmpty = 0: &nbsp;</li>
<li>
tfAlpha4ub1: 1 x unsigned byte</li>
<li>
tfAlpha8ub1: 1 x unsigned byte</li>
<li>
tfAlpha16us1: 1 x unsigned short</li>
<li>
tfLuminance4ub1: 1 x unsigned byte</li>
<li>
tfLuminance8ub1: 1 x unsigned byte</li>
<li>
tfLuminance16us1: 1 x unsigned short</li>
<li>
tfLuminance4Alpha4ub2: 1 x unsigned byte (lum), 1 x unsigned byte (alpha)</li>
<li>
tfLuminance6Alpha2ub2: 1 x unsigned byte (lum), 1 x unsigned byte (alpha)</li>
<li>
tfLuminance8Alpha8ub2: 1 x unsigned byte (lum), 1 x unsigned byte (alpha)</li>
<li>
tfLuminance12Alpha4us2: 1 x unsigned short (lum), 1 x unsigned short (alpha)</li>
<li>
tfLuminance16Alpha16us2: 1 x unsigned short (lum), 1 x unsigned short (alpha)</li>
<li>
tfR3G3B2ub1: 1 x unsigned byte (3bit red, 3bit green, 2bit blue)</li>
<li>
tfRGBX4us1: 1 x unsigned short (4bit red, 4bit green, 4bit blue, 4bit reserverd)</li>
<li>
tfXRGB4us1: 1 x unsigned short (4bit reserved, 4bit red, 4bit green, 4bit blue)</li>
<li>
tfR5G6B5us1: 1 x unsigned short (5bit red, 6bit green, 5bit blue)</li>
<li>
tfRGB5X1us1: 1 x unsigned short (5bit red, 5bit green, 5bit blue, 1bit reserved)</li>
<li>
tfX1RGB5us1: 1 x unsigned short (1bit reserved, 5bit red, 5bit green, 5bit blue)</li>
<li>
tfRGB8ub3: 1 x unsigned byte (red), 1 x unsigned byte (green), 1 x unsigned byte (blue)</li>
<li>
tfRGBX8ui1: 1 x unsigned int (8bit red, 8bit green, 8bit blue, 8bit reserved)</li>
<li>
tfXRGB8ui1: 1 x unsigned int (8bit reserved, 8bit red, 8bit green, 8bit blue)</li>
<li>
tfRGB10X2ui1: 1 x unsigned int (10bit red, 10bit green, 10bit blue, 2bit reserved)</li>
<li>
tfX2RGB10ui1: 1 x unsigned int (2bit reserved, 10bit red, 10bit green, 10bit blue)</li>
<li>
tfRGB16us3: 1 x unsigned short (red), 1 x unsigned short (green), 1 x unsigned short (blue)</li>
<li>
tfRGBA4us1: 1 x unsigned short (4bit red, 4bit green, 4bit blue, 4bit alpha)</li>
<li>
tfARGB4us1: 1 x unsigned short (4bit alpha, 4bit red, 4bit green, 4bit blue)</li>
<li>
tfRGB5A1us1: 1 x unsigned short (5bit red, 5bit green, 5bit blue, 1bit alpha)</li>
<li>
tfA1RGB5us1: 1 x unsigned short (1bit alpha, 5bit red, 5bit green, 5bit blue)</li>
<li>
tfRGBA8ui1: 1 x unsigned int (8bit red, 8bit green, 8bit blue, 8 bit alpha)</li>
<li>
tfARGB8ui1: 1 x unsigned int (8 bit alpha, 8bit red, 8bit green, 8bit blue)</li>
<li>
tfRGBA8ub4: 1 x unsigned byte (red), 1 x unsigned byte (green), 1 x unsigned byte (blue), 1 x unsigned byte (alpha)</li>
<li>
tfRGB10A2ui1: 1 x unsigned int (10bit red, 10bit green, 10bit blue, 2bit alpha)</li>
<li>
tfA2RGB10ui1: 1 x unsigned int (2bit alpha, 10bit red, 10bit green, 10bit blue)</li>
<li>
tfRGBA16us4: 1 x unsigned short (red), 1 x unsigned short (green), 1 x unsigned short (blue), 1 x unsigned short (alpha)</li>
<li>
tfBGRX4us1: 1 x unsigned short (4bit blue, 4bit green, 4bit red, 4bit reserved)</li>
<li>
tfXBGR4us1: 1 x unsigned short (4bit reserved, 4bit blue, 4bit green, 4bit red)</li>
<li>
tfB5G6R5us1: 1 x unsigned short (5bit blue, 6bit green, 5bit red)</li>
<li>
tfBGR5X1us1: 1 x unsigned short (5bit blue, 5bit green, 5bit red, 1bit reserved)</li>
<li>
tfX1BGR5us1: 1 x unsigned short (1bit reserved, 5bit blue, 5bit green, 5bit red)</li>
<li>
tfBGR8ub3: 1 x unsigned byte (blue), 1 x unsigned byte (green), 1 x unsigned byte (red)</li>
<li>
tfBGRX8ui1: 1 x unsigned int (8bit blue, 8bit green, 8bit red, 8bit reserved)</li>
<li>
tfXBGR8ui1: 1 x unsigned int (8bit reserved, 8bit blue, 8bit green, 8bit red)</li>
<li>
tfBGR10X2ui1: 1 x unsigned int (10bit blue, 10bit green, 10bit red, 2bit reserved)</li>
<li>
tfX2BGR10ui1: 1 x unsigned int (2bit reserved, 10bit blue, 10bit green, 10bit red)</li>
<li>
tfBGR16us3: 1 x unsigned short (blue), 1 x unsigned short (green), 1 x unsigned short (red)</li>
<li>
tfBGRA4us1: 1 x unsigned short (4bit blue, 4bit green, 4bit red, 4bit alpha)</li>
<li>
tfABGR4us1: 1 x unsigned short (4bit alpha, 4bit blue, 4bit green, 4bit red)</li>
<li>
tfBGR5A1us1: 1 x unsigned short (5bit blue, 5bit green, 5bit red, 1bit alpha)</li>
<li>
tfA1BGR5us1: 1 x unsigned short (1bit alpha, 5bit blue, 5bit green, 5bit red)</li>
<li>
tfBGRA8ui1: 1 x unsigned int (8bit blue, 8bit green, 8bit red, 8bit alpha)</li>
<li>
tfABGR8ui1: 1 x unsigned int (8bit alpha, 8bit blue, 8bit green, 8bit red)</li>
<li>
tfBGRA8ub4: 1 x unsigned byte (blue), 1 x unsigned byte (green), 1 x unsigned byte (red), 1 x unsigned byte (alpha)</li>
<li>
tfBGR10A2ui1: 1 x unsigned int (10bit blue, 10bit green, 10bit red, 2bit alpha)</li>
<li>
tfA2BGR10ui1: 1 x unsigned int (2bit alpha, 10bit blue, 10bit green, 10bit red)</li>
<li>
tfBGRA16us4: 1 x unsigned short (blue), 1 x unsigned short (green), 1 x unsigned short (red), 1 x unsigned short (alpha)</li>
<li>
tfDepth16us1: 1 x unsigned short (depth)</li>
<li>
tfDepth24ui1: 1 x unsigned int (depth)</li>
<li>
tfDepth32ui1: 1 x unsigned int (depth)</li>
<li>
tfS3tcDtx1RGBA: &nbsp;</li>
<li>
tfS3tcDtx3RGBA: &nbsp;</li>
<li>
tfS3tcDtx5RGBA: &nbsp;</li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TglBitmapFileType"></a><code><b>TglBitmapFileType</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
Portable Network Graphic file (PNG)</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
ftDDS: Direct Draw Surface file (DDS)</li>
<li>
ftTGA: Targa Image File (TGA)</li>
<li>
ftBMP: Windows Bitmap File (BMP)</li>
<li>
ftRAW: glBitmap RAW file format</li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TglBitmapFileTypes"></a><code><b>TglBitmapFileTypes</b> = set of <a href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TglBitmapMipMap"></a><code><b>TglBitmapMipMap</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
possible mipmap types</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
mmNone: no mipmaps</li>
<li>
mmMipmap: normal mipmaps</li>
<li>
mmMipmapGlu: mipmaps generated with glu functions</li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TglBitmapNormalMapFunc"></a><code><b>TglBitmapNormalMapFunc</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
possible normal map functions</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
nm4Samples: &nbsp;</li>
<li>
nmSobel: &nbsp;</li>
<li>
nm3x3: &nbsp;</li>
<li>
nm5x5: &nbsp;</li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="PglBitmapPixelData"></a><code><b>PglBitmapPixelData</b> = &circ;<a href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TglBitmapSizeFields"></a><code><b>TglBitmapSizeFields</b> = set of (ffX, ffY);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TglBitmapPixelPosition"></a><code><b>TglBitmapPixelPosition</b> = <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TglBitmapFunction"></a><code><b>TglBitmapFunction</b> = procedure(var FuncRec: <a href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a>);</code></td>
</tr>
<tr><td colspan="1">
<p>
callback to use for converting texture data</p>
</td></tr>
</table>
<h3 class="detail">Constants</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="NULL_SIZE"></a><code><b>NULL_SIZE</b>: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a> = (Fields: []; X: 0; Y: 0);</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
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</span>
</td></tr></table></body></html>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>All Units</title>
<meta name="generator" content="PasDoc 0.13.0">
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<h1 class="allitems">All Units</h1>
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<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>glBitmap by Steffen Xonna aka Lossy eX (2003-2008) <a href="http://www.opengl24.de/index.php?cat=header&amp;file=glbitmap">http://www.opengl24.de/index.php?cat=header&amp;file=glbitmap</a>

<p>modified by Delphi OpenGL Community (<a href="http://delphigl.com/">http://delphigl.com/</a>) (2013)

<p>The contents of this file are used with permission, subject to the Mozilla Public License Version 1.1 (the &quot;License&quot;); you may not use this file except in compliance with the License. You may obtain a copy of the License at <a href="http://www.mozilla.org/MPL/MPL-1.1.html">http://www.mozilla.org/MPL/MPL-1.1.html</a>

<p>The glBitmap is a Delphi/FPC unit that contains several wrapper classes to manage OpenGL texture objects. Below you can find a list of the main functionality of this classes: - load texture data from file (e.g. BMP, TGA, DDS, PNG, JPEG, ...) - load texture data from several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface) - save texture data to file (e.g. BMP, TGA, DDS, PNG, JPEG, ...) - save texture data to several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface) - support for many texture formats (e.g. RGB8, BGR8, RGBA8, BGRA8, ...) - manage texture properties (e.g. Filter, Clamp, Mipmap, ...) - upload texture data to video card - download texture data from video card - manipulate texture data (e.g. add alpha, remove alpha, convert to other format, switch RGB, ...)</p></td>
</tr>
</table>
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<Version Value="11"/>
<PathDelim Value="\"/>
<Target>
<Filename Value="GrabScreen"/>
</Target>
<SearchPaths>
<IncludeFiles Value="$(ProjOutDir)"/>
<OtherUnitFiles Value="..;..\.."/>
<UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/>
</SearchPaths>
</CompilerOptions>
<Debugging>
<Exceptions Count="3">
<Item1>
<Name Value="EAbort"/>
</Item1>
<Item2>
<Name Value="ECodetoolError"/>
</Item2>
<Item3>
<Name Value="EFOpenError"/>
</Item3>
</Exceptions>
</Debugging>
</CONFIG>

+ 58
- 0
examples/GrabScreen/GrabScreen.lpr View File

@@ -0,0 +1,58 @@
program SimpleLoadFromFile;

{$mode objfpc}{$H+}

uses
{$IFDEF UNIX}{$IFDEF UseCThreads}
cthreads,
{$ENDIF}{$ENDIF}
Classes, Windows, SysUtils, dglOpenGL, glBitmap, Helper;

var
oglWindow: TOpenGLWindow;
running: Boolean = true;

function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
var
tex: TglBitmap2D;
begin
case Msg of
WM_DESTROY: begin
running := false;
end;

WM_KEYDOWN: begin
if wParam = VK_RETURN then begin
tex := TglBitmap2D.Create; // create empty texture
try
tex.GrabScreen(0, 0, 800, 600, tfRGB8ub3); // copy current framebuffer content to texture
tex.SaveToFile(ExtractFilePath(ApplicationName) + 'screen.bmp', ftBMP); // save texture to file
WriteLn('screen saved to screen.bmp');
finally
FreeAndNil(tex);
end;
end;
end;
end;
result := DefWindowProc(hWnd, Msg, wParam, lParam);
end;

procedure RenderLoop;
begin
glBegin(GL_TRIANGLES);
glColor4f(1, 0, 0, 1); glVertex2f(400, 100);
glColor4f(0, 1, 0, 1); glVertex2f(100, 500);
glColor4f(0, 0, 1, 1); glVertex2f(700, 500);
glEnd;
end;

begin
oglWindow := CreateOpenGLWindow('GrapScreen (hit enter to grab screen)', 800, 600, @WindowProc);
while running and ProgressMesages do begin
RenderLoop;
SwapBuffers(oglWindow.DC);
end;
DestroyOpenGLWindow(oglWindow);
end.



+ 77
- 0
examples/GrabScreen/GrabScreen.lps View File

@@ -0,0 +1,77 @@
<?xml version="1.0" encoding="UTF-8"?>
<CONFIG>
<ProjectSession>
<PathDelim Value="\"/>
<Version Value="9"/>
<BuildModes Active="Default"/>
<Units Count="4">
<Unit0>
<Filename Value="GrabScreen.lpr"/>
<IsPartOfProject Value="True"/>
<UnitName Value="GrabScreen"/>
<IsVisibleTab Value="True"/>
<TopLine Value="15"/>
<CursorPos X="25" Y="30"/>
<UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit0>
<Unit1>
<Filename Value="..\dglOpenGL.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="dglOpenGL"/>
<EditorIndex Value="-1"/>
<UsageCount Value="20"/>
</Unit1>
<Unit2>
<Filename Value="..\Helper.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="Helper"/>
<EditorIndex Value="1"/>
<TopLine Value="37"/>
<CursorPos X="40" Y="36"/>
<UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit2>
<Unit3>
<Filename Value="..\..\glBitmap.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="glBitmap"/>
<EditorIndex Value="2"/>
<TopLine Value="8731"/>
<CursorPos X="9" Y="8903"/>
<UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit3>
</Units>
<JumpHistory Count="7" HistoryIndex="6">
<Position1>
<Filename Value="GrabScreen.lpr"/>
<Caret Line="14" Column="9"/>
</Position1>
<Position2>
<Filename Value="GrabScreen.lpr"/>
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<Position3>
<Filename Value="GrabScreen.lpr"/>
<Caret Line="45" Column="106" TopLine="21"/>
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<Position4>
<Filename Value="GrabScreen.lpr"/>
<Caret Line="52" Column="18" TopLine="27"/>
</Position4>
<Position5>
<Filename Value="GrabScreen.lpr"/>
<Caret Line="55" Column="6" TopLine="26"/>
</Position5>
<Position6>
<Filename Value="GrabScreen.lpr"/>
<Caret Line="47" Column="46" TopLine="24"/>
</Position6>
<Position7>
<Filename Value="..\Helper.pas"/>
<Caret Line="39" Column="13" TopLine="17"/>
</Position7>
</JumpHistory>
</ProjectSession>
</CONFIG>

+ 91
- 0
examples/Helper.pas View File

@@ -0,0 +1,91 @@
unit Helper;

{$mode objfpc}{$H+}

interface

uses
Classes, SysUtils, Windows, dglOpenGL;

type
TOpenGLWindow = packed record
LWndClass: TWndClass;
hMainHandle: HWND;
DC: HDC;
RC: HGLRC;
end;

function CreateOpenGLWindow(const aCaption: String; const aWidth, aHeight: Integer; const aWndProc: WNDPROC): TOpenGLWindow;
function ProgressMesages: Boolean;
procedure DestroyOpenGLWindow(const aWindow: TOpenGLWindow);

implementation

function CreateOpenGLWindow(const aCaption: String; const aWidth, aHeight: Integer; const aWndProc: WNDPROC): TOpenGLWindow;
begin
//create the window
result.LWndClass.hInstance := hInstance;
with result.LWndClass do begin
lpszClassName := 'MyWinApiWnd';
Style := CS_PARENTDC or CS_BYTEALIGNCLIENT;
hIcon := LoadIcon(hInstance,'MAINICON');
lpfnWndProc := aWndProc;
hbrBackground := COLOR_BTNFACE+1;
hCursor := LoadCursor(0,IDC_ARROW);
end;
RegisterClass(result.LWndClass);
result.hMainHandle := CreateWindow(
result.LWndClass.lpszClassName,
PAnsiChar(aCaption),
WS_CAPTION or WS_MINIMIZEBOX or WS_SYSMENU or WS_VISIBLE,
(GetSystemMetrics(SM_CXSCREEN) - aWidth) div 2,
(GetSystemMetrics(SM_CYSCREEN) - aHeight) div 2,
aWidth, aHeight, 0, 0, hInstance, nil);

// create and activate rendering context
result.DC := GetDC(result.hMainHandle);
if (result.DC = 0) then begin
WriteLn('unable to get DeviceContext');
halt;
end;
result.RC := CreateRenderingContext(result.DC, [opDoubleBuffered], 32, 24, 0, 0, 0, 0);
if (result.RC = 0) then begin
WriteLn('unable to create RenderingContext');
halt;
end;
ActivateRenderingContext(result.DC, result.RC);

// init OpenGL
glViewport(0, 0, aWidth, aHeight);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);

glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);

glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glOrtho(0, aWidth, aHeight, 0, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity;
end;

function ProgressMesages: Boolean;
var
Msg: TMSG;
begin
result := GetMessage(Msg, 0, 0, 0);
if result then begin
TranslateMessage(Msg);
DispatchMessage(Msg);
end;
end;

procedure DestroyOpenGLWindow(const aWindow: TOpenGLWindow);
begin
DestroyRenderingContext(aWindow.RC);
ReleaseDC(aWindow.hMainHandle, aWindow.DC);
end;

end.


+ 81
- 0
examples/SimpleLoadFromFile/SimpleLoadFromFile.lpi View File

@@ -0,0 +1,81 @@
<?xml version="1.0" encoding="UTF-8"?>
<CONFIG>
<ProjectOptions>
<Version Value="9"/>
<PathDelim Value="\"/>
<General>
<Flags>
<MainUnitHasCreateFormStatements Value="False"/>
<MainUnitHasTitleStatement Value="False"/>
</Flags>
<SessionStorage Value="InProjectDir"/>
<MainUnit Value="0"/>
<Title Value="SimpleLoadFromFile"/>
<UseAppBundle Value="False"/>
<ResourceType Value="res"/>
</General>
<i18n>
<EnableI18N LFM="False"/>
</i18n>
<VersionInfo>
<StringTable ProductVersion=""/>
</VersionInfo>
<BuildModes Count="1">
<Item1 Name="Default" Default="True"/>
</BuildModes>
<PublishOptions>
<Version Value="2"/>
</PublishOptions>
<RunParams>
<local>
<FormatVersion Value="1"/>
</local>
</RunParams>
<Units Count="4">
<Unit0>
<Filename Value="SimpleLoadFromFile.lpr"/>
<IsPartOfProject Value="True"/>
</Unit0>
<Unit1>
<Filename Value="..\dglOpenGL.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="dglOpenGL"/>
</Unit1>
<Unit2>
<Filename Value="..\..\glBitmap.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="glBitmap"/>
</Unit2>
<Unit3>
<Filename Value="..\Helper.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="Helper"/>
</Unit3>
</Units>
</ProjectOptions>
<CompilerOptions>
<Version Value="11"/>
<PathDelim Value="\"/>
<Target>
<Filename Value="SimpleLoadFromFile"/>
</Target>
<SearchPaths>
<IncludeFiles Value="$(ProjOutDir)"/>
<OtherUnitFiles Value="..;..\.."/>
<UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/>
</SearchPaths>
</CompilerOptions>
<Debugging>
<Exceptions Count="3">
<Item1>
<Name Value="EAbort"/>
</Item1>
<Item2>
<Name Value="ECodetoolError"/>
</Item2>
<Item3>
<Name Value="EFOpenError"/>
</Item3>
</Exceptions>
</Debugging>
</CONFIG>

+ 56
- 0
examples/SimpleLoadFromFile/SimpleLoadFromFile.lpr View File

@@ -0,0 +1,56 @@
program SimpleLoadFromFile;

{$mode objfpc}{$H+}

uses
{$IFDEF UNIX}{$IFDEF UseCThreads}
cthreads,
{$ENDIF}{$ENDIF}
Classes, Windows, SysUtils, dglOpenGL, glBitmap, Helper;

var
oglWindow: TOpenGLWindow;
running: Boolean = true;
tex: TglBitmap2D;

function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
begin
case Msg of
WM_DESTROY: begin
running := false;
end;
end;
result := DefWindowProc(hWnd, Msg, wParam, lParam);
end;

procedure RenderLoop;
begin
tex.Bind();
glColor4f(1, 1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(100, 100);
glTexCoord2f(1, 0); glVertex2f(700, 100);
glTexCoord2f(1, 1); glVertex2f(700, 500);
glTexCoord2f(0, 1); glVertex2f(100, 500);
glEnd;
tex.Unbind();
end;

begin
oglWindow := CreateOpenGLWindow('SimpleLoadFromFile', 800, 600, @WindowProc);
try
// load texture
tex := TglBitmap2D.Create;
tex.LoadFromFile(ExtractFilePath(ApplicationName) + '../textures/BMP_24_RGB8.bmp');
tex.GenTexture;

while running and ProgressMesages do begin
RenderLoop;
SwapBuffers(oglWindow.DC);
end;
finally
FreeAndNil(tex);
DestroyOpenGLWindow(oglWindow);
end;
end.


+ 34
- 0
examples/SimpleLoadFromFile/SimpleLoadFromFile.lps View File

@@ -0,0 +1,34 @@
<?xml version="1.0" encoding="UTF-8"?>
<CONFIG>
<ProjectSession>
<PathDelim Value="\"/>
<Version Value="9"/>
<BuildModes Active="Default"/>
<Units Count="4">
<Unit0>
<Filename Value="SimpleLoadFromFile.lpr"/>
<IsPartOfProject Value="True"/>
<IsVisibleTab Value="True"/>
<TopLine Value="22"/>
<UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit0>
<Unit1>
<Filename Value="..\dglOpenGL.pas"/>
<IsPartOfProject Value="True"/>
<UsageCount Value="20"/>
</Unit1>
<Unit2>
<Filename Value="..\..\glBitmap.pas"/>
<IsPartOfProject Value="True"/>
<UsageCount Value="20"/>
</Unit2>
<Unit3>
<Filename Value="..\Helper.pas"/>
<IsPartOfProject Value="True"/>
<UsageCount Value="20"/>
</Unit3>
</Units>
<JumpHistory HistoryIndex="-1"/>
</ProjectSession>
</CONFIG>

+ 82
- 0
examples/TextureFromFunction/TextureFromFunction.lpi View File

@@ -0,0 +1,82 @@
<?xml version="1.0" encoding="UTF-8"?>
<CONFIG>
<ProjectOptions>
<Version Value="9"/>
<PathDelim Value="\"/>
<General>
<Flags>
<MainUnitHasCreateFormStatements Value="False"/>
<MainUnitHasTitleStatement Value="False"/>
</Flags>
<SessionStorage Value="InProjectDir"/>
<MainUnit Value="0"/>
<Title Value="TextureFromFunction"/>
<UseAppBundle Value="False"/>
<ResourceType Value="res"/>
</General>
<i18n>
<EnableI18N LFM="False"/>
</i18n>
<VersionInfo>
<StringTable ProductVersion=""/>
</VersionInfo>
<BuildModes Count="1">
<Item1 Name="Default" Default="True"/>
</BuildModes>
<PublishOptions>
<Version Value="2"/>
</PublishOptions>
<RunParams>
<local>
<FormatVersion Value="1"/>
</local>
</RunParams>
<Units Count="4">
<Unit0>
<Filename Value="TextureFromFunction.lpr"/>
<IsPartOfProject Value="True"/>
<UnitName Value="TextureFromFunction"/>
</Unit0>
<Unit1>
<Filename Value="..\dglOpenGL.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="dglOpenGL"/>
</Unit1>
<Unit2>
<Filename Value="..\Helper.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="Helper"/>
</Unit2>
<Unit3>
<Filename Value="..\..\glBitmap.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="glBitmap"/>
</Unit3>
</Units>
</ProjectOptions>
<CompilerOptions>
<Version Value="11"/>
<PathDelim Value="\"/>
<Target>
<Filename Value="TextureFromFunction"/>
</Target>
<SearchPaths>
<IncludeFiles Value="$(ProjOutDir)"/>
<OtherUnitFiles Value="..;..\.."/>
<UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/>
</SearchPaths>
</CompilerOptions>
<Debugging>
<Exceptions Count="3">
<Item1>
<Name Value="EAbort"/>
</Item1>
<Item2>
<Name Value="ECodetoolError"/>
</Item2>
<Item3>
<Name Value="EFOpenError"/>
</Item3>
</Exceptions>
</Debugging>
</CONFIG>

+ 95
- 0
examples/TextureFromFunction/TextureFromFunction.lpr View File

@@ -0,0 +1,95 @@
program SimpleLoadFromFile;

{$mode objfpc}{$H+}

uses
{$IFDEF UNIX}{$IFDEF UseCThreads}
cthreads,
{$ENDIF}{$ENDIF}
Classes, Windows, SysUtils, dglOpenGL, glBitmap, Helper;

var
oglWindow: TOpenGLWindow;
running: Boolean = true;
tex: TglBitmap2D;

function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
begin
case Msg of
WM_DESTROY: begin
running := false;
end;
end;
result := DefWindowProc(hWnd, Msg, wParam, lParam);
end;

procedure RenderLoop;
begin
tex.Bind();
glColor4f(1, 1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(100, 100);
glTexCoord2f(1, 0); glVertex2f(700, 100);
glTexCoord2f(1, 1); glVertex2f(700, 500);
glTexCoord2f(0, 1); glVertex2f(100, 500);
glEnd;
tex.Unbind();
end;

{ function to generate texture data }
procedure GenerateTextureFunc1(var FuncRec: TglBitmapFunctionRec);
var
g1, g2, g3, g4: Single;
begin
g1 := (sin(FuncRec.Position.X / 25) + 1) / 2; // generator function 1: large sinus on x position (0.0 to 1.0)
g2 := (sin(FuncRec.Position.Y / 25) + 1) / 2; // generator function 2: large sinus on y position (0.0 to 1.0)
g3 := FuncRec.Position.X / FuncRec.Size.X; // generator function 3: linear fade on x position (0.0 to 1.0)
g4 := FuncRec.Position.Y / FuncRec.Size.Y; // generator function 4: linear fade on y position (0.0 to 1.0)

FuncRec.Dest.Data.r := Trunc(g1 * FuncRec.Dest.Range.r);
FuncRec.Dest.Data.g := Trunc(g2 * FuncRec.Dest.Range.g);
FuncRec.Dest.Data.b := Trunc(g3 * FuncRec.Dest.Range.b);
FuncRec.Dest.Data.a := Trunc(g4 * FuncRec.Dest.Range.a);
end;

{ function to generate texture data }
procedure GenerateTextureFunc2(var FuncRec: TglBitmapFunctionRec);
var
x, y: Single;
begin
x := FuncRec.Position.X / FuncRec.Size.X;
y := FuncRec.Position.Y / FuncRec.Size.Y;
if (x < 0.05) or (x > 0.95) or (y < 0.05) or (y > 0.95) then
begin
FuncRec.Dest.Data := FuncRec.Dest.Range;
end else if (y < 0.333) then begin
FuncRec.Dest.Data := glBitmapRec4ui(0, 0, 0, 0);
end else if (y < 0.666) then begin
FuncRec.Dest.Data := glBitmapRec4ui(FuncRec.Dest.Range.r, 0, 0, 0);
end else begin
FuncRec.Dest.Data := glBitmapRec4ui(FuncRec.Dest.Range.r, FuncRec.Dest.Range.g, 0, 0);
end;
end;

begin
oglWindow := CreateOpenGLWindow('TextureFromFunction', 800, 600, @WindowProc);
try
// create texture use either GenerateTextureFunc1 or GenerateTextureFunc2
tex := TglBitmap2D.Create(
glBitmapSize(512, 512),
tfRGBA8ub4,
@GenerateTextureFunc1
//@GenerateTextureFunc2
);
tex.GenTexture;

while running and ProgressMesages do begin
RenderLoop;
SwapBuffers(oglWindow.DC);
end;
finally
FreeAndNil(tex);
DestroyOpenGLWindow(oglWindow);
end;
end.


+ 86
- 0
examples/TextureFromFunction/TextureFromFunction.lps View File

@@ -0,0 +1,86 @@
<?xml version="1.0" encoding="UTF-8"?>
<CONFIG>
<ProjectSession>
<PathDelim Value="\"/>
<Version Value="9"/>
<BuildModes Active="Default"/>
<Units Count="5">
<Unit0>
<Filename Value="TextureFromFunction.lpr"/>
<IsPartOfProject Value="True"/>
<UnitName Value="TextureFromFunction"/>
<IsVisibleTab Value="True"/>
<TopLine Value="59"/>
<CursorPos X="9" Y="81"/>
<UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit0>
<Unit1>
<Filename Value="..\dglOpenGL.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="dglOpenGL"/>
<EditorIndex Value="2"/>
<UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit1>
<Unit2>
<Filename Value="..\Helper.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="Helper"/>
<EditorIndex Value="3"/>
<UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit2>
<Unit3>
<Filename Value="..\..\glBitmap.pas"/>
<IsPartOfProject Value="True"/>
<UnitName Value="glBitmap"/>
<EditorIndex Value="1"/>
<TopLine Value="852"/>
<CursorPos X="67" Y="869"/>
<UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit3>
<Unit4>
<Filename Value="..\SimpleLoadFromFile\SimpleLoadFromFile.lpr"/>
<UnitName Value="SimpleLoadFromFile"/>
<EditorIndex Value="-1"/>
<TopLine Value="23"/>
<CursorPos Y="56"/>
<UsageCount Value="10"/>
</Unit4>
</Units>
<JumpHistory Count="8" HistoryIndex="6">
<Position1>
<Filename Value="TextureFromFunction.lpr"/>
</Position1>
<Position2>
<Filename Value="..\..\glBitmap.pas"/>
</Position2>
<Position3>
<Filename Value="TextureFromFunction.lpr"/>
<Caret Line="44" Column="62" TopLine="23"/>
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<Position4>
<Filename Value="..\..\glBitmap.pas"/>
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<Position5>
<Filename Value="..\..\glBitmap.pas"/>
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</Position8>
</JumpHistory>
</ProjectSession>
</CONFIG>

+ 20081
- 0
examples/dglOpenGL.pas
File diff suppressed because it is too large
View File


BIN
View File


+ 856
- 578
glBitmap.pas
File diff suppressed because it is too large
View File


+ 229
- 0
readme.txt View File

@@ -0,0 +1,229 @@
glBitmap by Steffen Xonna aka Lossy eX (2003-2008)
http://www.opengl24.de/index.php?cat=header&file=glbitmap

modified by Delphi OpenGL Community (http://delphigl.com/) (2013)

------------------------------------------------------------
The contents of this file are used with permission, subject to
the Mozilla Public License Version 1.1 (the "License"); you may
not use this file except in compliance with the License. You may
obtain a copy of the License at
http://www.mozilla.org/MPL/MPL-1.1.html
------------------------------------------------------------
The glBitmap is a Delphi/FPC unit that contains several wrapper classes
to manage OpenGL texture objects. Below you can find a list of the main
functionality of this classes:
- load texture data from file (e.g. BMP, TGA, DDS, PNG, JPEG, ...)
- load texture data from several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface)
- save texture data to file (e.g. BMP, TGA, DDS, PNG, JPEG, ...)
- save texture data to several other image objects (e.g. TBitmap, TLazIntfImage, SDL Surface)
- support for many texture formats (e.g. RGB8, BGR8, RGBA8, BGRA8, ...)
- manage texture properties (e.g. Filter, Clamp, Mipmap, ...)
- upload texture data to video card
- download texture data from video card
- manipulate texture data (e.g. add alpha, remove alpha, convert to other format, switch RGB, ...)
------------------------------------------------------------
History
20-11-2013
- refactoring of the complete library
- glBitmap is managed by git, so this history is not maintenanced any longer
21-03-2010
- The define GLB_DELPHI dosn't check versions anymore. If you say you are using delphi
then it's your problem if that isn't true. This prevents the unit for incompatibility
with newer versions of Delphi.
- Problems with D2009+ resolved (Thanks noeska and all i forgot)
- GetPixel isn't set if you are loading textures inside the constructor (Thanks Wilson)
10-08-2008
- AddAlphaFromglBitmap used the custom pointer instead the imagedatapointer (Thanks Wilson)
- Additional Datapointer for functioninterface now has the name CustomData
24-07-2008
- AssigneAlphaToBitmap overwrites his own palette (Thanks Wilson)
- If you load an texture from an file the property Filename will be set to the name of the file
- Three new properties to attach custom data to the Texture objects
- CustomName (free for use string)
- CustomNameW (free for use widestring)
- CustomDataPointer (free for use pointer to attach other objects or complex structures)
27-05-2008
- RLE TGAs loaded much faster
26-05-2008
- fixed some problem with reading RLE TGAs.
21-05-2008
- function clone now only copys data if it's assigned and now it also copies the ID
- it seems that lazarus dont like comments in comments.
01-05-2008
- It's possible to set the id of the texture
- define GLB_NO_NATIVE_GL deactivated by default
27-04-2008
- Now supports the following libraries
- SDL and SDL_image
- libPNG
- libJPEG
- Linux compatibillity via free pascal compatibility (delphi sources optional)
- BMPs now loaded manuel
- Large restructuring
- Property DataPtr now has the name Data
- Functions are more flexible between RGB(A) and BGR(A). RGB can be saved as Bitmap and will be saved as BGR
- Unused Depth removed
- Function FreeData to freeing image data added
24-10-2007
- ImageID flag of TGAs was ignored. (Thanks Zwoetzen)
15-11-2006
- Function SetBorderColor implemented (only used by opengl if wrap is set to GL_CLAMP_TO_BORDER)
- Function AddAlphaFromValue implemented to use an fixed Value as Alphachannel
- Function ReadOpenGLExtension is now only intern
29-06-2006
- pngimage now disabled by default like all other versions.
26-06-2006
- Setting up an anisotropic filter of 0 isnt allowed by nvidia (Thanks Ogridi)
22-06-2006
- Fixed some Problem with Delphi 5
- Now uses the newest version of pngimage. Makes saving pngs much easier.
22-03-2006
- Property IsCompressed and Size removed. Not really supported by Spec (Thanks Ogridi)
09-03-2006
- Internal Format ifDepth8 added
- function GrabScreen now supports all uncompressed formats
31-01-2006
- AddAlphaFromglBitmap implemented
29-12-2005
- LoadFromResource and LoadFromResourceId now needs an Instance and an ResourceType (for ID)
28-12-2005
- Width, Height and Depth internal changed to TglBitmapPixelPosition.
property Width, Height, Depth are still existing and new property Dimension are avail
11-12-2005
- Added native OpenGL Support. Breaking the dglOpenGL "barrier".
19-10-2005
- Added function GrabScreen to class TglBitmap2D
18-10-2005
- Added support to Save images
- Added function Clone to Clone Instance
11-10-2005
- Functions now works with Cardinals for each channel. Up to 32 Bits per channel.
Usefull for Future
- Several speed optimizations
09-10-2005
- Internal structure change. Loading of TGA, PNG and DDS improved.
Data, format and size will now set directly with SetDataPtr.
- AddFunc now works with all Types of Images and Formats
- Some Funtions moved to Baseclass TglBitmap
06-10-2005
- Added Support to decompress DXT3 and DXT5 compressed Images.
- Added Mapping to convert data from one format into an other.
05-10-2005
- Added method ConvertTo in Class TglBitmap2D. Method allows to convert every
supported Input format (supported by GetPixel) into any uncompresed Format
- Added Support to decompress DXT1 compressed Images.
- SwapColors replaced by ConvertTo
04-10-2005
- Added Support for compressed DDSs
- Added new internal formats (DXT1, DXT3, DXT5)
29-09-2005
- Parameter Components renamed to InternalFormat
23-09-2005
- Some AllocMem replaced with GetMem (little speed change)
- better exception handling. Better protection from memory leaks.
22-09-2005
- Added support for Direct Draw Surfaces (.DDS) (uncompressed images only)
- Added new internal formats (RGB8, RGBA8, RGBA4, RGB5A1, RGB10A2, R5G6B5)
07-09-2005
- Added support for Grayscale textures
- Added internal formats (Alpha, Luminance, LuminanceAlpha, BGR8, BGRA8)
10-07-2005
- Added support for GL_VERSION_2_0
- Added support for GL_EXT_texture_filter_anisotropic
04-07-2005
- Function FillWithColor fills the Image with one Color
- Function LoadNormalMap added
30-06-2005
- ToNormalMap allows to Create an NormalMap from the Alphachannel
- ToNormalMap now supports Sobel (nmSobel) function.
29-06-2005
- support for RLE Compressed RGB TGAs added
28-06-2005
- Class TglBitmapNormalMap added to support Normalmap generation
- Added function ToNormalMap in class TglBitmap2D to genereate normal maps from textures.
3 Filters are supported. (4 Samples, 3x3 and 5x5)
16-06-2005
- Method LoadCubeMapClass removed
- LoadCubeMap returnvalue is now the Texture paramter. Such as LoadTextures
- virtual abstract method GenTexture in class TglBitmap now is protected
12-06-2005
- now support DescriptionFlag in LoadTga. Allows vertical flipped images to be loaded as normal
10-06-2005
- little enhancement for IsPowerOfTwo
- TglBitmap1D.GenTexture now tests NPOT Textures
06-06-2005
- some little name changes. All properties or function with Texture in name are
now without texture in name. We have allways texture so we dosn't name it.
03-06-2005
- GenTexture now tests if texture is NPOT and NPOT-Texture are supported or
TextureTarget is GL_TEXTURE_RECTANGLE. Else it raised an exception.
02-06-2005
- added support for GL_ARB_texture_rectangle, GL_EXT_texture_rectangle and GL_NV_texture_rectangle
25-04-2005
- Function Unbind added
- call of SetFilter or SetTextureWrap if TextureID exists results in setting properties to opengl texture.
21-04-2005
- class TglBitmapCubeMap added (allows to Create Cubemaps)
29-03-2005
- Added Support for PNG Images. (http://pngdelphi.sourceforge.net/)
To Enable png's use the define pngimage
22-03-2005
- New Functioninterface added
- Function GetPixel added
27-11-2004
- Property BuildMipMaps renamed to MipMap
21-11-2004
- property Name removed.
- BuildMipMaps is now a set of 3 values. None, GluBuildMipmaps and SGIS_generate_mipmap
22-05-2004
- property name added. Only used in glForms!
26-11-2003
- property FreeDataAfterGenTexture is now available as default (default = true)
- BuildMipmaps now implemented in TglBitmap1D (i've forgotten it)
- function MoveMemory replaced with function Move (little speed change)
- several calculations stored in variables (little speed change)
29-09-2003
- property BuildMipsMaps added (default = true)
if BuildMipMaps isn't set GenTextures uses glTexImage[12]D else it use gluBuild[12]dMipmaps
- property FreeDataAfterGenTexture added (default = true)
if FreeDataAfterGenTexture is set the texturedata were deleted after the texture was generated.
- parameter DisableOtherTextureUnits of Bind removed
- parameter FreeDataAfterGeneration of GenTextures removed
12-09-2003
- TglBitmap dosn't delete data if class was destroyed (fixed)
09-09-2003
- Bind now enables TextureUnits (by params)
- GenTextures can leave data (by param)
- LoadTextures now optimal
03-09-2003
- Performance optimization in AddFunc
- procedure Bind moved to subclasses
- Added new Class TglBitmap1D to support real OpenGL 1D Textures
19-08-2003
- Texturefilter and texturewrap now also as defaults
Minfilter = GL_LINEAR_MIPMAP_LINEAR
Magfilter = GL_LINEAR
Wrap(str) = GL_CLAMP_TO_EDGE
- Added new format tfCompressed to create a compressed texture.
- propertys IsCompressed, TextureSize and IsResident added
IsCompressed and TextureSize only contains data from level 0
18-08-2003
- Added function AddFunc to add PerPixelEffects to Image
- LoadFromFunc now based on AddFunc
- Invert now based on AddFunc
- SwapColors now based on AddFunc
16-08-2003
- Added function FlipHorz
15-08-2003
- Added function LaodFromFunc to create images with function
- Added function FlipVert
- Added internal format RGB(A) if GL_EXT_bgra or OpenGL 1.2 isn't supported
29-07-2003
- Added Alphafunctions to calculate alpha per function
- Added Alpha from ColorKey using alphafunctions
28-07-2003
- First full functionally Version of glBitmap
- Support for 24Bit and 32Bit TGA Pictures added
25-07-2003
- begin of programming

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