*/
class Texture: public Resource
{
+ friend class Framebuffer;
+ friend class PipelineState;
protected:
class Loader: public DataFile::CollectionObjectLoader<Texture>
{
bool auto_gen_mipmap;
std::string debug_name;
- static int swizzle_orders[];
+ static const int swizzle_orders[];
static Texture *scratch_binding;
Texture(GLenum, ResourceManager * = 0);
with the defined storage. Semantics depend on the type of texture. */
virtual void image(const Graphics::Image &, unsigned = 0) = 0;
- GLenum get_target() const { return target; }
- unsigned get_id() const { return id; }
-
virtual std::uint64_t get_data_size() const { return 0; }
void set_debug_name(const std::string &);