dmFXTexImage2D(3dm) dmFXTexImage2D(3dm)
dmFXTexImage2D - load an image for use as a texture for special effects
#include <dmedia/fx_buffer.h>
DMstatus dmFXTexImage2D [Toc] [Back]
( PRX_ScanlineBuffer source,
DMboolean mipmap )
source The image buffer holding the image to be used as a texture.
mipmap If true, a mipmap will be generated so that the mipmapped
texture modes can be used.
dmFXTexImage2D function loads the source image into texture memory.
If the source image size is not a power of two, as is required by OpenGL,
the image will be padded with transparent black pixels up to the next
larger power of two. The texture transform will be set up so that (0,0)
is at the lower-left corner of the source image, and (width,height) is at
the upper-right corner. Because the image is padded, wrapped textures
should not be used.
If the mipmap flag is set, a mipmap will be generated so that mipmapped
texture modes can be used.
dmFXSetupInputImageBuffer(3dm), dmFXIsGLExtensionSupported(3dm).
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