Texture class reference
Allows to load textures into the GPU's memory.
Functions
Functions documentation
Texture
();
Default constructor. The object created in this way is unusable until any loading function is called.
Example of use:
Texture texture;
texture.Load32BitRaw(storedData, width, height);
Texture
(std::string path);
Constructor with the file path from which the texture will be created.
~
Texture
();
Destructor - frees allocated memory.
bool LoadFromMemory(unsigned char * data, size_t size);
Load the texture into memory. Version with a compressed binary data input (RGBA). If the object has previously loaded some texture, it will be removed and replaced with the new one.
void Load32BitRaw(unsigned char * bytes, int width, int height);
Load the texture into memory. Version with a decompressed binary data input (RGBA). If the object has previously loaded some texture, it will be removed and replaced with the new one.
bool IsLoaded() const;
Returns the texture loading status. A value of true means that the texture has been correctly loaded.
GLuint GetTexId() const;
Returns the texture ID associated with the GPU.
Dimension
<size_t> GetDimension() const;
Returns the dimensions of the loaded texture.
std::string GetSourcePath() const;
Returns the path of the loaded file.
void Cleanup();
Deallocates memory and resets variables.
Variables documentation
Dimension
<size_t> m_Dimension;
Stores the dimensions of the loaded texture.
std::string m_sTexturePath;
Stores the path of the loaded file.
GLuint m_iTextureId;
Stores the texture ID associated with the GPU/OpenGL
int m_iChannels;
Stores information about generated texture format.