#define MSP_GL_TEXTURE3D_H_
#include <string>
+#include <msp/linal/vector.h>
#include "texture.h"
namespace Msp {
void storage_levels(PixelFormat, unsigned, unsigned, unsigned, unsigned);
};
-private:
+protected:
unsigned width;
unsigned height;
unsigned depth;
unsigned levels;
unsigned allocated;
-protected:
Texture3D(GLenum);
public:
Texture3D();
undefined. If storage has already been allocated, does nothing. */
void allocate(unsigned level);
+private:
+ void allocate_(unsigned);
+
+public:
/** Updates the contents of the entire texture. Storage must be defined
beforehand. The image data must have dimensions and format matching the
defined storage. */
void image(unsigned level, const void *data);
+private:
+ void image_(unsigned, const void *);
+
+public:
DEPRECATED void image(unsigned level, PixelComponents comp, DataType type, const void *data);
/** Updates a cuboid-shaped region of the texture. Storage must be defined
unsigned get_depth() const { return depth; }
protected:
unsigned get_n_levels() const;
- void get_level_size(unsigned, unsigned &, unsigned &, unsigned &) const;
+ LinAl::Vector<unsigned, 3> get_level_size(unsigned) const;
public:
virtual AsyncLoader *load(IO::Seekable &, const Resources * = 0) { return 0; }