ofDocsdocumentation gl ofTextureData
ofTextureData
ofTextureData( )
ofTextureData()Variables
bool bAllocated< Has the texture been allocated?
bool bFlipTexture< Should the texture be flipped vertically?
bool bUseExternalTextureID< Are we using an external texture ID?
unsignedint bufferId< Optionally if the texture is backed by a buffer so we can bind it
ofTexCompression compressionType< Texture compression type.
int glInternalFormat< GL internal format, e.g. GL_RGB8.
<
See also: http://www.opengl.org/wiki/Image_Format
bool hasMipmap< True if mipmap has been generated for this texture, false by default.
float height< Texture display size.
GLint magFilter< Filter to use for magnification (enlargement).
GLint minFilter< Filter to use for minification (reduction).
float tex_h< Texture height (in pixels).
float tex_t< Texture horizontal coordinate, ratio of width to display width.
float tex_u< Texture vertical coordinate, ratio of height to display height.
float tex_w< Texture width (in pixels).
unsignedint textureID< GL internal texture ID.
ofMatrix4x4 textureMatrix< For required transformations.
int textureTarget< GL texture type, either GL_TEXTURE_2D or
< GL_TEXTURE_RECTANGLE_ARB.
bool useTextureMatrix< Apply the transformation matrix?
float width< Texture display size.
GLint wrapModeHorizontal< How will the texture wrap around horizontally?
GLint wrapModeVertical< How will the texture wrap around vertically?