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- <h1 class="allitems">All Classes, Interfaces, Objects and Records</h1>
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- <th class="itemname">Name</th>
- <th class="itemunit">Unit</th>
- <th class="itemdesc">Description</th>
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- <td class="itemname"><a class="bold" href="glBitmap.EglBitmap.html">EglBitmap</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>glBitmap exception</p></td>
- </tr>
- <tr class="list2">
- <td class="itemname"><a class="bold" href="glBitmap.EglBitmapNonPowerOfTwo.html">EglBitmapNonPowerOfTwo</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>exception for non power of two textures</p></td>
- </tr>
- <tr class="list">
- <td class="itemname"><a class="bold" href="glBitmap.EglBitmapNotSupported.html">EglBitmapNotSupported</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>exception for not supported functions</p></td>
- </tr>
- <tr class="list2">
- <td class="itemname"><a class="bold" href="glBitmap.EglBitmapSizeToLarge.html">EglBitmapSizeToLarge</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>exception for to large textures</p></td>
- </tr>
- <tr class="list">
- <td class="itemname"><a class="bold" href="glBitmap.EglBitmapUnsupportedFormat.html">EglBitmapUnsupportedFormat</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>exception for unsupporetd formats</p></td>
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- <td class="itemname"><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects all operations on a bitmap object must be done from the render thread</p></td>
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- <td class="itemname"><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D all operations on a bitmap object must be done from the render thread</p></td>
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- <tr class="list2">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D) all operations on a bitmap object must be done from the render thread</p></td>
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- <tr class="list">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP) all operations on a bitmap object must be done from the render thread</p></td>
- </tr>
- <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="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>describes the properties of a given texture data format</p></td>
- </tr>
- <tr class="list2">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>structure to store data for converting in</p></td>
- </tr>
- <tr class="list">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>wrapper class for cube normal maps all operations on a bitmap object must be done from the render thread</p></td>
- </tr>
- <tr class="list2">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>structure to store pixel data in</p></td>
- </tr>
- <tr class="list">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td>
- </tr>
- <tr class="list2">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td>
- </tr>
- <tr class="list">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td>
- </tr>
- <tr class="list2">
- <td class="itemname"><a class="bold" href="glBitmap.TglBitmapSize.html">TglBitmapSize</a></td>
- <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
- <td class="itemdesc"><p> </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 2014-12-24 04:27:09</em>
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