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* split TglBitmap into TglBitmap and TglBitmapData to be able to handle load, save and convert texture date seperatly from the texture object

* updated documentation and examples
master
Bergmann89 10 years ago
parent
commit
c110c2d190
41 changed files with 6114 additions and 5713 deletions
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+ 18
- 13
doc/AllClasses.html View File

@@ -44,64 +44,69 @@
<tr class="list2"> <tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a></td> <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="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>
<td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a></td> <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="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>
<td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></td> <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="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>
<td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D) all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a></td> <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="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>
<td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP) all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapData.html">TglBitmapData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>class to store texture data in. used to load, save and manipulate data before assigned to texture object all operations on a data object can be done from a background thread</p></td>
</tr>
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></td> <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="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> <td class="itemdesc"><p>describes the properties of a given texture data format</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store data for converting in</p></td> <td class="itemdesc"><p>structure to store data for converting in</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for cube normal maps</p></td>
<td class="itemdesc"><p>wrapper class for cube normal maps all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store pixel data in</p></td> <td class="itemdesc"><p>structure to store pixel data in</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td> <td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td> <td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td> <td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapSize.html">TglBitmapSize</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

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doc/AllConstants.html View File

@@ -22,6 +22,6 @@
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

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doc/AllFunctions.html View File

@@ -17,7 +17,7 @@
<th class="itemdesc">Description</th> <th class="itemdesc">Description</th>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestTexture">glBitmapCreateTestTexture</a></td>
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestData">glBitmapCreateTestData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td> <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
@@ -127,6 +127,6 @@
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

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doc/AllIdentifiers.html View File

@@ -42,7 +42,7 @@
<td class="itemdesc"><p>exception for unsupporetd formats</p></td> <td class="itemdesc"><p>exception for unsupporetd formats</p></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestTexture">glBitmapCreateTestTexture</a></td>
<td class="itemname"><a class="bold" href="glBitmap.html#glBitmapCreateTestData">glBitmapCreateTestData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td> <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
@@ -164,104 +164,109 @@
<tr class="list2"> <tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a></td> <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="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>
<td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a></td> <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="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>
<td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></td> <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="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>
<td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D) all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a></td> <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="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>
<td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP) all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a></td>
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapData.html">TglBitmapData</a></td>
<td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</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>
<td class="itemdesc"><p>class to store texture data in. used to load, save and manipulate data before assigned to texture object all operations on a data object can be done from a background thread</p></td>
</tr> </tr>
<tr class="list"> <tr class="list">
<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>type to define suitable file formats</p></td>
</tr>
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileTypes">TglBitmapFileTypes</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a></td> <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="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> <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>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></td> <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="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> <td class="itemdesc"><p>describes the properties of a given texture data format</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>callback to use for converting texture data</p></td> <td class="itemdesc"><p>callback to use for converting texture data</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store data for converting in</p></td> <td class="itemdesc"><p>structure to store data for converting in</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>possible mipmap types</p></td> <td class="itemdesc"><p>possible mipmap types</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>wrapper class for cube normal maps</p></td>
<td class="itemdesc"><p>wrapper class for cube normal maps all operations on a bitmap object must be done from the render thread</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>possible normal map functions</p></td> <td class="itemdesc"><p>possible normal map functions</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>structure to store pixel data in</p></td> <td class="itemdesc"><p>structure to store pixel data in</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapPixelPosition">TglBitmapPixelPosition</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td> <td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td> <td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td> <td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td>
</tr> </tr>
<tr class="list2">
<tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.TglBitmapSize.html">TglBitmapSize</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
<tr class="list">
<tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapSizeFields">TglBitmapSizeFields</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 2
- 2
doc/AllTypes.html View File

@@ -24,7 +24,7 @@
<tr class="list2"> <tr class="list2">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a></td> <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
<td class="itemdesc"><p>Portable Network Graphic file (PNG)</p></td>
<td class="itemdesc"><p>type to define suitable file formats</p></td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileTypes">TglBitmapFileTypes</a></td> <td class="itemname"><a class="bold" href="glBitmap.html#TglBitmapFileTypes">TglBitmapFileTypes</a></td>
@@ -62,6 +62,6 @@
<td class="itemdesc"><p>&nbsp;</p></td> <td class="itemdesc"><p>&nbsp;</p></td>
</tr> </tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
- 1
doc/AllUnits.html View File

@@ -26,6 +26,6 @@
<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> <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> </tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
- 1
doc/AllVariables.html View File

@@ -12,6 +12,6 @@
<h1 class="allitems">All Variables</h1> <h1 class="allitems">All Variables</h1>
<p> <p>
The units do not contain any variables.</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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 2
- 2
doc/ClassHierarchy.html View File

@@ -27,9 +27,9 @@
</li> </li>
</ul> </ul>
</li> </li>
<li><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></ul>
<li><a class="bold" href="glBitmap.TglBitmapData.html">TglBitmapData</a><li><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></ul>
</li> </li>
</ul> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 2
- 1
doc/PasDocSettings.pds View File

@@ -54,8 +54,9 @@ Count=0
Count=0 Count=0


[IncludeDirectories] [IncludeDirectories]
Count=1
Count=2
Item_0=..\..\glBitmap Item_0=..\..\glBitmap
Item_1=..\..\TestProjekt


[Files] [Files]
Count=1 Count=1


+ 1
- 1
doc/glBitmap.EglBitmap.html View File

@@ -24,6 +24,6 @@
glBitmap exception</p> glBitmap exception</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2> <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li> <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>
<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 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
- 1
doc/glBitmap.EglBitmapNonPowerOfTwo.html View File

@@ -25,6 +25,6 @@ exception for non power of two textures</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2> <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li> <ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="ancestor"><a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a></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>
<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 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
- 1
doc/glBitmap.EglBitmapNotSupported.html View File

@@ -24,6 +24,6 @@
exception for not supported functions</p> exception for not supported functions</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2> <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li> <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>
<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 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
- 1
doc/glBitmap.EglBitmapSizeToLarge.html View File

@@ -25,6 +25,6 @@ exception for to large textures</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2> <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">Exception</li> <ul class="hierarchy"><li class="ancestor">Exception</li>
<li class="ancestor"><a class="normal" href="glBitmap.EglBitmap.html">EglBitmap</a></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>
<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 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
- 1
doc/glBitmap.EglBitmapUnsupportedFormat.html View File

@@ -55,6 +55,6 @@ exception for unsupporetd formats</p>
<tr><td colspan="2"> <tr><td colspan="2">
&nbsp;</td></tr> &nbsp;</td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 96
- 1386
doc/glBitmap.TglBitmap.html
File diff suppressed because it is too large
View File


+ 14
- 50
doc/glBitmap.TglBitmap1D.html View File

@@ -21,7 +21,7 @@
<code>type TglBitmap1D = class(<a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a>)</code></p> <code>type TglBitmap1D = class(<a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a>)</code></p>
<h2 class="description">Description</h2> <h2 class="description">Description</h2>
<p> <p>
wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p>
wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D all operations on a bitmap object must be done from the render thread</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2> <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li> <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.TglBitmap.html">TglBitmap</a></li>
@@ -30,23 +30,15 @@ wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p>
<table class="summary wide_list"> <table class="summary wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td> <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>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#UploadDataIntern">UploadDataIntern</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aBuildWithGlu: Boolean);</code></td>
</tr> </tr>
<tr class="list2"> <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="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> <td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
</tr> </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"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap1D.html#UploadData">UploadData</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
</tr> </tr>
</table> </table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3> <a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
@@ -61,34 +53,15 @@ wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D</p>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td> <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>
<td class="itemcode"><a name="UploadDataIntern"></a><code>procedure <b>UploadDataIntern</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aBuildWithGlu: Boolean);</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <p>
upload the texture data to video card </p>
upload the texture data to video card </p>
<h6 class="description_section">Parameters</h6> <h6 class="description_section">Parameters</h6>
<dl class="parameters"> <dl class="parameters">
<dt>aDataObj</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aBuildWithGlu</dt> <dt>aBuildWithGlu</dt>
<dd>use glu functions to build mipmaps</dd> <dd>use glu functions to build mipmaps</dd>
</dl> </dl>
@@ -107,26 +80,17 @@ this method is called after constructor and initializes the object</p>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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>
<td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <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>
upload texture data from given data object to video card </p>
<h6 class="description_section">Parameters</h6> <h6 class="description_section">Parameters</h6>
<dl class="parameters"> <dl class="parameters">
<dt>aTestTextureSize</dt>
<dd>check the size of the texture and throw exception if something is wrong</dd>
<dt>aData</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aCheckSize</dt>
<dd>check size before upload and throw exception if something is wrong</dd>
</dl> </dl>
</td></tr> </td></tr>
</table> </table>
@@ -141,6 +105,6 @@ generate texture (create texture object if not exist, set texture parameters and
actual with of the texture</p> actual with of the texture</p>
</td></tr> </td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 20
- 144
doc/glBitmap.TglBitmap2D.html View File

@@ -12,7 +12,7 @@
<a name="TglBitmap2D"></a><h1 class="cio">Class TglBitmap2D</h1> <a name="TglBitmap2D"></a><h1 class="cio">Class TglBitmap2D</h1>
<table class="sections wide_list"> <table class="sections wide_list">
<tr> <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>
<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> <a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink"> <p class="unitlink">
<a href="glBitmap.html">glBitmap</a></p> <a href="glBitmap.html">glBitmap</a></p>
@@ -21,31 +21,16 @@
<code>type TglBitmap2D = class(<a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a>)</code></p> <code>type TglBitmap2D = class(<a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a>)</code></p>
<h2 class="description">Description</h2> <h2 class="description">Description</h2>
<p> <p>
wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D)</p>
wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D) all operations on a bitmap object must be done from the render thread</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2> <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li> <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.TglBitmap.html">TglBitmap</a></li>
<li class="thisitem">TglBitmap2D</li></ul><h2 class="overview">Overview</h2> <li class="thisitem">TglBitmap2D</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="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmap2D.html#fLines">fLines</a></b>: array of PByte;</code></td>
</tr>
</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3> <a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list"> <table class="summary wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td> <td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a href="glBitmap.TglBitmap2D.html#GetScanline">GetScanline</a></b>(const aIndex: Integer): Pointer;</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.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>
</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.TglBitmap2D.html#UploadData">UploadData</a></b>(const aTarget: GLenum);</code></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap2D.html#UploadDataIntern">UploadDataIntern</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aTarget: GLenum );</code></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
@@ -53,23 +38,11 @@ wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D)</p>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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#GrabScreen">GrabScreen</a></b>(const aTop, aLeft, aRight, aBottom: Integer; const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>);</code></td>
<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>; const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>);</code></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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#GenTexture">GenTexture</a></b>(const aTestTextureSize: Boolean = true); 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>function <b><a href="glBitmap.TglBitmap2D.html#FlipHorz">FlipHorz</a></b>: Boolean; 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.TglBitmap2D.html#FlipVert">FlipVert</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.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>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmap2D.html#UploadData">UploadData</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
</tr> </tr>
</table> </table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3> <a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
@@ -82,71 +55,21 @@ wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D)</p>
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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#Height">Height</a></b>;</code></td> <td class="itemcode"><code>property <b><a href="glBitmap.TglBitmap2D.html#Height">Height</a></b>;</code></td>
</tr> </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.TglBitmap2D.html#Scanline">Scanline</a></b>[constaIndex:Integer]: Pointer read <a href="glBitmap.TglBitmap2D.html#GetScanline">GetScanline</a>;</code></td>
</tr>
</table> </table>
<h2 class="description">Description</h2> <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="protected.gif" alt="Protected" title="Protected"></a></td>
<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> <h3 class="detail">Methods</h3>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td> <td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<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>
<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 aTarget: GLenum);</code></td>
<td class="itemcode"><a name="UploadDataIntern"></a><code>procedure <b>UploadDataIntern</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aTarget: GLenum );</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <p>
upload the texture data to video card </p>
upload the texture data to video card </p>
<h6 class="description_section">Parameters</h6> <h6 class="description_section">Parameters</h6>
<dl class="parameters"> <dl class="parameters">
<dt>aDataObj</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aTarget</dt> <dt>aTarget</dt>
<dd>target o upload data to (e.g. GL_TEXTURE_2D)</dd> <dd>target o upload data to (e.g. GL_TEXTURE_2D)</dd>
<dt>aBuildWithGlu</dt> <dt>aBuildWithGlu</dt>
@@ -167,11 +90,11 @@ this method is called after constructor and initializes the object</p>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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>
<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>; const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>);</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <p>
copy a part of the frame buffer top the texture </p>
copy a part of the frame buffer to the texture </p>
<h6 class="description_section">Parameters</h6> <h6 class="description_section">Parameters</h6>
<dl class="parameters"> <dl class="parameters">
<dt>aTop</dt> <dt>aTop</dt>
@@ -184,62 +107,25 @@ copy a part of the frame buffer top the texture </p>
<dd>bottommost pixel to copy</dd> <dd>bottommost pixel to copy</dd>
<dt>aFormat</dt> <dt>aFormat</dt>
<dd>format to store data in</dd> <dd>format to store data in</dd>
<dt>aDataObj</dt>
<dd>texture data object to store the data in</dd>
</dl> </dl>
</td></tr> </td></tr>
</table> </table>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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>
<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, <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="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>
</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 aFunc: <a href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a> = nm3x3; const aScale: Single = 2; const aUseAlpha: Boolean = false);</code></td>
<td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <p>
create normal map from texture data </p>
upload texture data from given data object to video card </p>
<h6 class="description_section">Parameters</h6> <h6 class="description_section">Parameters</h6>
<dl class="parameters"> <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>
<dt>aData</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aCheckSize</dt>
<dd>check size before upload and throw exception if something is wrong</dd>
</dl> </dl>
</td></tr> </td></tr>
</table> </table>
@@ -264,16 +150,6 @@ actual width of the texture</p>
actual height of the texture</p> actual height of the texture</p>
</td></tr> </td></tr>
</table> </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="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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 24
- 20
doc/glBitmap.TglBitmapCubeMap.html View File

@@ -21,7 +21,7 @@
<code>type TglBitmapCubeMap = class(<a class="normal" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a>)</code></p> <code>type TglBitmapCubeMap = class(<a class="normal" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a>)</code></p>
<h2 class="description">Description</h2> <h2 class="description">Description</h2>
<p> <p>
wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p>
wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP) all operations on a bitmap object must be done from the render thread</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2> <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li> <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.TglBitmap.html">TglBitmap</a></li>
@@ -30,16 +30,16 @@ wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3> <a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list"> <table class="summary wide_list">
<tr class="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.TglBitmapCubeMap.html#GenTexture">GenTexture</a></b>(const aTestTextureSize: Boolean = true); reintroduce;</code></td>
<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.TglBitmapCubeMap.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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.TglBitmapCubeMap.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#UploadData">UploadData</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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.TglBitmapCubeMap.html#GenerateCubeMap">GenerateCubeMap</a></b>(const aCubeTarget: Cardinal; const aTestTextureSize: Boolean = true);</code></td>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapCubeMap.html#UploadCubeMap">UploadCubeMap</a></b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCubeTarget: Cardinal; const aCheckSize: Boolean);</code></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
@@ -54,43 +54,47 @@ wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP)</p>
<h3 class="detail">Methods</h3> <h3 class="detail">Methods</h3>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="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="GenTexture"></a><code>procedure <b>GenTexture</b>(const aTestTextureSize: Boolean = true); reintroduce;</code></td>
<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>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <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>
this method is called after constructor and initializes the object</p>
</td></tr> </td></tr>
</table> </table>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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>
<td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <p>
this method is called after constructor and initializes the object</p>
upload texture data from given data object to video card </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>aData</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aCheckSize</dt>
<dd>check size before upload and throw exception if something is wrong</dd>
</dl>
</td></tr> </td></tr>
</table> </table>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GenerateCubeMap"></a><code>procedure <b>GenerateCubeMap</b>(const aCubeTarget: Cardinal; const aTestTextureSize: Boolean = true);</code></td>
<td class="itemcode"><a name="UploadCubeMap"></a><code>procedure <b>UploadCubeMap</b>(const aDataObj: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCubeTarget: Cardinal; const aCheckSize: Boolean);</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <p>
generate texture (create texture object if not exist, set texture parameters and upload data </p>
upload texture data from given data object to video card </p>
<h6 class="description_section">Parameters</h6> <h6 class="description_section">Parameters</h6>
<dl class="parameters"> <dl class="parameters">
<dt>aData</dt>
<dd>texture data object that contains the actual data</dd>
<dt>aCubeTarget</dt> <dt>aCubeTarget</dt>
<dd>cube map target to upload data to (e.g. GL_TEXTURE_CUBE_MAP_POSITIVE_X)</dd> <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>
<dt>aCheckSize</dt>
<dd>check size before upload and throw exception if something is wrong</dd>
</dl> </dl>
</td></tr> </td></tr>
</table> </table>
@@ -128,6 +132,6 @@ unbind texture </p>
</dl> </dl>
</td></tr> </td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

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doc/glBitmap.TglBitmapData.html
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+ 25
- 1
doc/glBitmap.TglBitmapFormatDescriptor.html View File

@@ -132,6 +132,14 @@ describes the properties of a given texture data format</p>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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.TglBitmapFormatDescriptor.html#GetSize">GetSize</a></b>(const aSize: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>): Integer; overload; virtual;</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.TglBitmapFormatDescriptor.html#GetSize">GetSize</a></b>(const aWidth, aHeight: Integer): Integer; overload; virtual;</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> <td class="itemcode"><code>constructor <b><a href="glBitmap.TglBitmapFormatDescriptor.html#Create">Create</a></b>;</code></td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
@@ -484,6 +492,22 @@ calculate cached values</p>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetSize"></a><code>function <b>GetSize</b>(const aSize: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>): Integer; overload; virtual;</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="GetSize"></a><code>function <b>GetSize</b>(const aWidth, aHeight: Integer): Integer; overload; virtual;</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>;</code></td> <td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
@@ -738,6 +762,6 @@ OpenGL data format enum (e.g. GL_UNSIGNED_BYTE)</p>
<code>True</code> if the format is a grayscale format, <code>False</code> otherwise</p> <code>True</code> if the format is a grayscale format, <code>False</code> otherwise</p>
</td></tr> </td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 3
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@@ -26,7 +26,7 @@ structure to store data for converting in</p>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3> <a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list"> <table class="summary wide_list">
<tr class="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>
<td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Sender">Sender</a></b>: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>;</code></td>
</tr> </tr>
<tr class="list2"> <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> <td class="itemcode"><code><b><a href="glBitmap.TglBitmapFunctionRec.html#Size">Size</a></b>: <a href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
@@ -48,7 +48,7 @@ structure to store data for converting in</p>
<h3 class="detail">Fields</h3> <h3 class="detail">Fields</h3>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="itemcode"><a name="Sender"></a><code><b>Sender</b>: <a href="glBitmap.TglBitmap.html">TglBitmap</a>;</code></td>
<td class="itemcode"><a name="Sender"></a><code><b>Sender</b>: <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>;</code></td>
</tr> </tr>
<tr><td colspan="1"> <tr><td colspan="1">
<p> <p>
@@ -100,6 +100,6 @@ new data of the pixel (must be filled in)</p>
user defined args that was passed to the convert function</p> user defined args that was passed to the convert function</p>
</td></tr> </td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 6
- 6
doc/glBitmap.TglBitmapNormalMap.html View File

@@ -21,7 +21,7 @@
<code>type TglBitmapNormalMap = class(<a class="normal" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a>)</code></p> <code>type TglBitmapNormalMap = class(<a class="normal" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a>)</code></p>
<h2 class="description">Description</h2> <h2 class="description">Description</h2>
<p> <p>
wrapper class for cube normal maps</p>
wrapper class for cube normal maps all operations on a bitmap object must be done from the render thread</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2> <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li> <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.TglBitmap.html">TglBitmap</a></li>
@@ -36,7 +36,7 @@ wrapper class for cube normal maps</p>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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>
<td class="itemcode"><code>procedure <b><a href="glBitmap.TglBitmapNormalMap.html#GenerateNormalMap">GenerateNormalMap</a></b>(const aSize: Integer = 32; const aCheckSize: Boolean = true);</code></td>
</tr> </tr>
</table> </table>
<h2 class="description">Description</h2> <h2 class="description">Description</h2>
@@ -54,7 +54,7 @@ this method is called after constructor and initializes the object</p>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="list"> <tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td> <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>
<td class="itemcode"><a name="GenerateNormalMap"></a><code>procedure <b>GenerateNormalMap</b>(const aSize: Integer = 32; const aCheckSize: Boolean = true);</code></td>
</tr> </tr>
<tr><td colspan="2"> <tr><td colspan="2">
<p> <p>
@@ -63,11 +63,11 @@ create cube normal map from texture data and upload it to video card </p>
<dl class="parameters"> <dl class="parameters">
<dt>aSize</dt> <dt>aSize</dt>
<dd>size of each cube map texture</dd> <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>
<dt>aCheckSize</dt>
<dd>check size before upload and throw exception if something is wrong</dd>
</dl> </dl>
</td></tr> </td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

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doc/glBitmap.TglBitmapPixelData.html View File

@@ -64,6 +64,6 @@ maximal color value for each channel</p>
format of the pixel</p> format of the pixel</p>
</td></tr> </td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
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doc/glBitmap.TglBitmapRec4ub.html View File

@@ -78,6 +78,6 @@ record that stores 4 unsigned byte values</p>
<tr><td colspan="1"> <tr><td colspan="1">
&nbsp;</td></tr> &nbsp;</td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
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doc/glBitmap.TglBitmapRec4ui.html View File

@@ -78,6 +78,6 @@ record that stores 4 unsigned integer values</p>
<tr><td colspan="1"> <tr><td colspan="1">
&nbsp;</td></tr> &nbsp;</td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
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doc/glBitmap.TglBitmapRec4ul.html View File

@@ -78,6 +78,6 @@ record that stores 4 unsigned long integer values</p>
<tr><td colspan="1"> <tr><td colspan="1">
&nbsp;</td></tr> &nbsp;</td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
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doc/glBitmap.TglBitmapSize.html View File

@@ -56,6 +56,6 @@
<tr><td colspan="1"> <tr><td colspan="1">
&nbsp;</td></tr> &nbsp;</td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 19
- 11
doc/glBitmap.html View File

@@ -62,15 +62,15 @@ glBitmap by Steffen Xonna aka Lossy eX (2003-2008) <a href="http://www.opengl24
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html"><code>TglBitmapFormatDescriptor</code></a></td>
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapPixelData.html"><code>TglBitmapPixelData</code></a></td>
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapPixelData.html"><code>TglBitmapPixelData</code></a></td>
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapSize.html"><code>TglBitmapSize</code></a></td>
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname">packed record&nbsp;<a class="bold" href="glBitmap.TglBitmapSize.html"><code>TglBitmapSize</code></a></td>
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html"><code>TglBitmapFormatDescriptor</code></a></td>
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
@@ -78,22 +78,26 @@ glBitmap by Steffen Xonna aka Lossy eX (2003-2008) <a href="http://www.opengl24
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap.html"><code>TglBitmap</code></a></td>
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapData.html"><code>TglBitmapData</code></a></td>
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap1D.html"><code>TglBitmap1D</code></a></td>
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap.html"><code>TglBitmap</code></a></td>
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list"> <tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap2D.html"><code>TglBitmap2D</code></a></td>
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap1D.html"><code>TglBitmap1D</code></a></td>
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list2"> <tr class="list2">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapCubeMap.html"><code>TglBitmapCubeMap</code></a></td>
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmap2D.html"><code>TglBitmap2D</code></a></td>
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
<tr class="list"> <tr class="list">
<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="list2">
<td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapNormalMap.html"><code>TglBitmapNormalMap</code></a></td> <td class="itemname">Class&nbsp;<a class="bold" href="glBitmap.TglBitmapNormalMap.html"><code>TglBitmapNormalMap</code></a></td>
<td class="itemdesc">&nbsp;</td> <td class="itemdesc">&nbsp;</td>
</tr> </tr>
@@ -164,7 +168,7 @@ glBitmap by Steffen Xonna aka Lossy eX (2003-2008) <a href="http://www.opengl24
<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> <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>
<tr class="list2"> <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>
<td class="itemcode"><code>function <b><a href="glBitmap.html#glBitmapCreateTestData">glBitmapCreateTestData</a></b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>): <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>;</code></td>
</tr> </tr>
</table> </table>
<a name="PasDoc-Types"></a><h3 class="summary">Types</h3> <a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
@@ -354,7 +358,7 @@ glBitmap by Steffen Xonna aka Lossy eX (2003-2008) <a href="http://www.opengl24
</table> </table>
<table class="detail wide_list"> <table class="detail wide_list">
<tr class="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>
<td class="itemcode"><a name="glBitmapCreateTestData"></a><code>function <b>glBitmapCreateTestData</b>(const aFormat: <a href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>): <a href="glBitmap.TglBitmapData.html">TglBitmapData</a>;</code></td>
</tr> </tr>
<tr><td colspan="1"> <tr><td colspan="1">
&nbsp;</td></tr> &nbsp;</td></tr>
@@ -500,10 +504,14 @@ tfS3tcDtx5RGBA: &nbsp;</li>
</tr> </tr>
<tr><td colspan="1"> <tr><td colspan="1">
<p> <p>
Portable Network Graphic file (PNG)</p>
type to define suitable file formats</p>
<h6 class="description_section">Values</h6> <h6 class="description_section">Values</h6>
<ul> <ul>
<li> <li>
ftPNG: Portable Network Graphic file (PNG)</li>
<li>
ftJPEG: JPEG file</li>
<li>
ftDDS: Direct Draw Surface file (DDS)</li> ftDDS: Direct Draw Surface file (DDS)</li>
<li> <li>
ftTGA: Targa Image File (TGA)</li> ftTGA: Targa Image File (TGA)</li>
@@ -597,6 +605,6 @@ callback to use for converting texture data</p>
<tr><td colspan="1"> <tr><td colspan="1">
&nbsp;</td></tr> &nbsp;</td></tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

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doc/index.html View File

@@ -26,6 +26,6 @@
<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> <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> </tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
- 1
doc/legend.html View File

@@ -48,6 +48,6 @@
<td class="legenddesc">Implicit</td> <td class="legenddesc">Implicit</td>
</tr> </tr>
</table> </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>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
</span> </span>
</td></tr></table></body></html> </td></tr></table></body></html>

+ 1
- 3
examples/GrabScreen/GrabScreen.lpi View File

@@ -35,12 +35,10 @@
<Unit0> <Unit0>
<Filename Value="GrabScreen.lpr"/> <Filename Value="GrabScreen.lpr"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="GrabScreen"/>
</Unit0> </Unit0>
<Unit1> <Unit1>
<Filename Value="..\dglOpenGL.pas"/> <Filename Value="..\dglOpenGL.pas"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="dglOpenGL"/>
</Unit1> </Unit1>
<Unit2> <Unit2>
<Filename Value="..\Helper.pas"/> <Filename Value="..\Helper.pas"/>
@@ -61,7 +59,7 @@
<Filename Value="GrabScreen"/> <Filename Value="GrabScreen"/>
</Target> </Target>
<SearchPaths> <SearchPaths>
<IncludeFiles Value="$(ProjOutDir)"/>
<IncludeFiles Value="$(ProjOutDir);.."/>
<OtherUnitFiles Value="..;..\.."/> <OtherUnitFiles Value="..;..\.."/>
<UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/> <UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/>
</SearchPaths> </SearchPaths>


+ 7
- 5
examples/GrabScreen/GrabScreen.lpr View File

@@ -14,7 +14,7 @@ var


function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall; function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
var var
tex: TglBitmap2D;
data: TglBitmapData;
begin begin
case Msg of case Msg of
WM_DESTROY: begin WM_DESTROY: begin
@@ -23,13 +23,15 @@ begin


WM_KEYDOWN: begin WM_KEYDOWN: begin
if wParam = VK_RETURN then begin if wParam = VK_RETURN then begin
tex := TglBitmap2D.Create; // create empty texture
data := TglBitmapData.Create; // create texture data object
try 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
TglBitmap2D.GrabScreen(0, 0, 800, 600, tfRGBA8ui1, data); // read pixels from frame buffer
data.SaveToFile( // save data to file
ExtractFilePath(ApplicationName) +
'screen.bmp', ftBMP);
WriteLn('screen saved to screen.bmp'); WriteLn('screen saved to screen.bmp');
finally finally
FreeAndNil(tex);
FreeAndNil(data); // free texture data object when done
end; end;
end; end;
end; end;


+ 114
- 25
examples/GrabScreen/GrabScreen.lps View File

@@ -8,19 +8,17 @@
<Unit0> <Unit0>
<Filename Value="GrabScreen.lpr"/> <Filename Value="GrabScreen.lpr"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="GrabScreen"/>
<IsVisibleTab Value="True"/> <IsVisibleTab Value="True"/>
<TopLine Value="15"/>
<CursorPos X="25" Y="30"/>
<UsageCount Value="20"/>
<TopLine Value="25"/>
<CursorPos Y="49"/>
<UsageCount Value="21"/>
<Loaded Value="True"/> <Loaded Value="True"/>
</Unit0> </Unit0>
<Unit1> <Unit1>
<Filename Value="..\dglOpenGL.pas"/> <Filename Value="..\dglOpenGL.pas"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="dglOpenGL"/>
<EditorIndex Value="-1"/> <EditorIndex Value="-1"/>
<UsageCount Value="20"/>
<UsageCount Value="21"/>
</Unit1> </Unit1>
<Unit2> <Unit2>
<Filename Value="..\Helper.pas"/> <Filename Value="..\Helper.pas"/>
@@ -29,7 +27,7 @@
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<TopLine Value="37"/> <TopLine Value="37"/>
<CursorPos X="40" Y="36"/> <CursorPos X="40" Y="36"/>
<UsageCount Value="20"/>
<UsageCount Value="21"/>
<Loaded Value="True"/> <Loaded Value="True"/>
</Unit2> </Unit2>
<Unit3> <Unit3>
@@ -37,41 +35,132 @@
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="glBitmap"/> <UnitName Value="glBitmap"/>
<EditorIndex Value="2"/> <EditorIndex Value="2"/>
<TopLine Value="8731"/>
<CursorPos X="9" Y="8903"/>
<UsageCount Value="20"/>
<TopLine Value="5821"/>
<CursorPos Y="5837"/>
<UsageCount Value="21"/>
<Loaded Value="True"/> <Loaded Value="True"/>
</Unit3> </Unit3>
</Units> </Units>
<JumpHistory Count="7" HistoryIndex="6">
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<Filename Value="GrabScreen.lpr"/>
<Caret Line="14" Column="9"/>
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<Caret Line="16" Column="27"/>
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<Caret Line="45" Column="106" TopLine="21"/>
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+ 1
- 3
examples/SimpleLoadFromFile/SimpleLoadFromFile.lpi View File

@@ -39,7 +39,6 @@
<Unit1> <Unit1>
<Filename Value="..\dglOpenGL.pas"/> <Filename Value="..\dglOpenGL.pas"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="dglOpenGL"/>
</Unit1> </Unit1>
<Unit2> <Unit2>
<Filename Value="..\..\glBitmap.pas"/> <Filename Value="..\..\glBitmap.pas"/>
@@ -49,7 +48,6 @@
<Unit3> <Unit3>
<Filename Value="..\Helper.pas"/> <Filename Value="..\Helper.pas"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="Helper"/>
</Unit3> </Unit3>
</Units> </Units>
</ProjectOptions> </ProjectOptions>
@@ -60,7 +58,7 @@
<Filename Value="SimpleLoadFromFile"/> <Filename Value="SimpleLoadFromFile"/>
</Target> </Target>
<SearchPaths> <SearchPaths>
<IncludeFiles Value="$(ProjOutDir)"/>
<IncludeFiles Value="$(ProjOutDir);.."/>
<OtherUnitFiles Value="..;..\.."/> <OtherUnitFiles Value="..;..\.."/>
<UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/> <UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/>
</SearchPaths> </SearchPaths>


+ 11
- 4
examples/SimpleLoadFromFile/SimpleLoadFromFile.lpr View File

@@ -12,6 +12,7 @@ var
oglWindow: TOpenGLWindow; oglWindow: TOpenGLWindow;
running: Boolean = true; running: Boolean = true;
tex: TglBitmap2D; tex: TglBitmap2D;
data: TglBitmapData;


function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall; function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
begin begin
@@ -39,10 +40,16 @@ end;
begin begin
oglWindow := CreateOpenGLWindow('SimpleLoadFromFile', 800, 600, @WindowProc); oglWindow := CreateOpenGLWindow('SimpleLoadFromFile', 800, 600, @WindowProc);
try try
// load texture
tex := TglBitmap2D.Create;
tex.LoadFromFile(ExtractFilePath(ApplicationName) + '../textures/BMP_24_RGB8.bmp');
tex.GenTexture;
tex := TglBitmap2D.Create; // create texture object
data := TglBitmapData.Create; // create texture data object
try
data.LoadFromFile( // load texture data from file
ExtractFilePath(ApplicationName) +
'../textures/BMP_24_RGB8.bmp');
tex.UploadData(data); // upload data to video card
finally
FreeAndNil(data); // after upload is done, the data object could be freed to save memory
end;


while running and ProgressMesages do begin while running and ProgressMesages do begin
RenderLoop; RenderLoop;


+ 103
- 3
examples/SimpleLoadFromFile/SimpleLoadFromFile.lps View File

@@ -4,12 +4,13 @@
<PathDelim Value="\"/> <PathDelim Value="\"/>
<Version Value="9"/> <Version Value="9"/>
<BuildModes Active="Default"/> <BuildModes Active="Default"/>
<Units Count="4">
<Units Count="5">
<Unit0> <Unit0>
<Filename Value="SimpleLoadFromFile.lpr"/> <Filename Value="SimpleLoadFromFile.lpr"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<IsVisibleTab Value="True"/> <IsVisibleTab Value="True"/>
<TopLine Value="22"/>
<TopLine Value="30"/>
<CursorPos X="8" Y="45"/>
<UsageCount Value="20"/> <UsageCount Value="20"/>
<Loaded Value="True"/> <Loaded Value="True"/>
</Unit0> </Unit0>
@@ -21,14 +22,113 @@
<Unit2> <Unit2>
<Filename Value="..\..\glBitmap.pas"/> <Filename Value="..\..\glBitmap.pas"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="glBitmap"/>
<EditorIndex Value="1"/>
<TopLine Value="6544"/>
<CursorPos X="47" Y="6558"/>
<UsageCount Value="20"/> <UsageCount Value="20"/>
<Loaded Value="True"/>
</Unit2> </Unit2>
<Unit3> <Unit3>
<Filename Value="..\Helper.pas"/> <Filename Value="..\Helper.pas"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UsageCount Value="20"/> <UsageCount Value="20"/>
</Unit3> </Unit3>
<Unit4>
<Filename Value="..\TextureFromFunction\TextureFromFunction.lpr"/>
<UnitName Value="SimpleLoadFromFile"/>
<EditorIndex Value="2"/>
<TopLine Value="68"/>
<CursorPos Y="78"/>
<UsageCount Value="10"/>
<Loaded Value="True"/>
</Unit4>
</Units> </Units>
<JumpHistory HistoryIndex="-1"/>
<JumpHistory Count="21" HistoryIndex="20">
<Position1>
<Filename Value="SimpleLoadFromFile.lpr"/>
<Caret Line="47" Column="75" TopLine="22"/>
</Position1>
<Position2>
<Filename Value="SimpleLoadFromFile.lpr"/>
<Caret Line="45" Column="22" TopLine="26"/>
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</JumpHistory>
</ProjectSession> </ProjectSession>
</CONFIG> </CONFIG>

+ 1
- 2
examples/TextureFromFunction/TextureFromFunction.lpi View File

@@ -35,7 +35,6 @@
<Unit0> <Unit0>
<Filename Value="TextureFromFunction.lpr"/> <Filename Value="TextureFromFunction.lpr"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="TextureFromFunction"/>
</Unit0> </Unit0>
<Unit1> <Unit1>
<Filename Value="..\dglOpenGL.pas"/> <Filename Value="..\dglOpenGL.pas"/>
@@ -61,7 +60,7 @@
<Filename Value="TextureFromFunction"/> <Filename Value="TextureFromFunction"/>
</Target> </Target>
<SearchPaths> <SearchPaths>
<IncludeFiles Value="$(ProjOutDir)"/>
<IncludeFiles Value="$(ProjOutDir);.."/>
<OtherUnitFiles Value="..;..\.."/> <OtherUnitFiles Value="..;..\.."/>
<UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/> <UnitOutputDirectory Value="lib\$(TargetCPU)-$(TargetOS)"/>
</SearchPaths> </SearchPaths>


+ 14
- 8
examples/TextureFromFunction/TextureFromFunction.lpr View File

@@ -11,6 +11,7 @@ uses
var var
oglWindow: TOpenGLWindow; oglWindow: TOpenGLWindow;
running: Boolean = true; running: Boolean = true;
data: TglBitmapData;
tex: TglBitmap2D; tex: TglBitmap2D;


function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall; function WindowProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
@@ -74,14 +75,19 @@ end;
begin begin
oglWindow := CreateOpenGLWindow('TextureFromFunction', 800, 600, @WindowProc); oglWindow := CreateOpenGLWindow('TextureFromFunction', 800, 600, @WindowProc);
try try
// create texture use either GenerateTextureFunc1 or GenerateTextureFunc2
tex := TglBitmap2D.Create(
glBitmapSize(512, 512),
tfRGBA8ub4,
@GenerateTextureFunc1
//@GenerateTextureFunc2
);
tex.GenTexture;
tex := TglBitmap2D.Create; // create texture object
data := TglBitmapData.Create; // create texture data object
try
data.LoadFromFunc( // generate texture data using either GenerateTextureFunc1 or GenerateTextureFunc2
glBitmapSize(512, 512),
tfRGBA8ub4,
@GenerateTextureFunc1
//@GenerateTextureFunc2
);
tex.UploadData(data); // upload data to video card
finally
FreeAndNil(data); // after upload is done, the data object could be freed to save memory
end;


while running and ProgressMesages do begin while running and ProgressMesages do begin
RenderLoop; RenderLoop;


+ 44
- 14
examples/TextureFromFunction/TextureFromFunction.lps View File

@@ -8,10 +8,9 @@
<Unit0> <Unit0>
<Filename Value="TextureFromFunction.lpr"/> <Filename Value="TextureFromFunction.lpr"/>
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="TextureFromFunction"/>
<IsVisibleTab Value="True"/> <IsVisibleTab Value="True"/>
<TopLine Value="59"/>
<CursorPos X="9" Y="81"/>
<TopLine Value="63"/>
<CursorPos X="22" Y="83"/>
<UsageCount Value="20"/> <UsageCount Value="20"/>
<Loaded Value="True"/> <Loaded Value="True"/>
</Unit0> </Unit0>
@@ -36,21 +35,20 @@
<IsPartOfProject Value="True"/> <IsPartOfProject Value="True"/>
<UnitName Value="glBitmap"/> <UnitName Value="glBitmap"/>
<EditorIndex Value="1"/> <EditorIndex Value="1"/>
<TopLine Value="852"/>
<CursorPos X="67" Y="869"/>
<TopLine Value="8809"/>
<CursorPos X="17" Y="8814"/>
<UsageCount Value="20"/> <UsageCount Value="20"/>
<Loaded Value="True"/> <Loaded Value="True"/>
</Unit3> </Unit3>
<Unit4> <Unit4>
<Filename Value="..\SimpleLoadFromFile\SimpleLoadFromFile.lpr"/> <Filename Value="..\SimpleLoadFromFile\SimpleLoadFromFile.lpr"/>
<UnitName Value="SimpleLoadFromFile"/>
<EditorIndex Value="-1"/> <EditorIndex Value="-1"/>
<TopLine Value="23"/> <TopLine Value="23"/>
<CursorPos Y="56"/> <CursorPos Y="56"/>
<UsageCount Value="10"/> <UsageCount Value="10"/>
</Unit4> </Unit4>
</Units> </Units>
<JumpHistory Count="8" HistoryIndex="6">
<JumpHistory Count="16" HistoryIndex="15">
<Position1> <Position1>
<Filename Value="TextureFromFunction.lpr"/> <Filename Value="TextureFromFunction.lpr"/>
</Position1> </Position1>
@@ -66,21 +64,53 @@
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<Caret Line="6579" Column="25" TopLine="6563"/>
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<Position16>
<Filename Value="..\..\glBitmap.pas"/>
<Caret Line="614" Column="64" TopLine="611"/>
</Position16>
</JumpHistory> </JumpHistory>
</ProjectSession> </ProjectSession>
</CONFIG> </CONFIG>

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- 0
examples/glBitmapConf.inc View File

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{ this is the default configuration file of the glBitmap.pas
please uncomment you preferences below, rename this file to glBitmapConf.inc
and make it available to your compilers include paths }


// enable support for OpenGL ES 1.1
{.$DEFINE OPENGL_ES_1_1}

// enable support for OpenGL ES 2.0
{.$DEFINE OPENGL_ES_2_0}

// enable support for OpenGL ES 3.0
{.$DEFINE OPENGL_ES_3_0}

// enable support for all OpenGL ES extensions
{.$DEFINE OPENGL_ES_EXT}



// activate to enable the support for SDL_surfaces
{.$DEFINE GLB_SDL}

// activate to enable the support for Delphi (including support for Delphi's (not Lazarus') TBitmap)
{.$DEFINE GLB_DELPHI}

// activate to enable the support for TLazIntfImage from Lazarus
{.$DEFINE GLB_LAZARUS}



// activate to enable the support of SDL_image to load files. (READ ONLY)
// If you enable SDL_image all other libraries will be ignored!
{.$DEFINE GLB_SDL_IMAGE}



// activate to enable Lazarus TPortableNetworkGraphic support
// if you enable this pngImage and libPNG will be ignored
{.$DEFINE GLB_LAZ_PNG}

// activate to enable png support with the unit pngimage -> http://pngdelphi.sourceforge.net/
// if you enable pngimage the libPNG will be ignored
{.$DEFINE GLB_PNGIMAGE}

// activate to use the libPNG -> http://www.libpng.org/
// You will need an aditional header -> http://www.opengl24.de/index.php?cat=header&file=libpng
{.$DEFINE GLB_LIB_PNG}



// activate to enable Lazarus TJPEGImage support
// if you enable this delphi jpegs and libJPEG will be ignored
{.$DEFINE GLB_LAZ_JPEG}

// if you enable delphi jpegs the libJPEG will be ignored
{.$DEFINE GLB_DELPHI_JPEG}

// activate to use the libJPEG -> http://www.ijg.org/
// You will need an aditional header -> http://www.opengl24.de/index.php?cat=header&file=libjpeg
{.$DEFINE GLB_LIB_JPEG}

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- 3967
glBitmap.pas
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View File


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