|
|
@@ -18,25 +18,25 @@ import (
|
|
|
)
|
|
|
|
|
|
type Texture2D struct {
|
|
|
- gs *gls.GLS // Pointer to OpenGL state
|
|
|
- refcount int // Current number of references
|
|
|
- texname uint32 // Texture handle
|
|
|
- magFilter uint32 // magnification filter
|
|
|
- minFilter uint32 // minification filter
|
|
|
- wrapS uint32 // wrap mode for s coordinate
|
|
|
- wrapT uint32 // wrap mode for t coordinate
|
|
|
- iformat int32 // internal format
|
|
|
- width int32 // texture width in pixels
|
|
|
- height int32 // texture height in pixels
|
|
|
- format uint32 // format of the pixel data
|
|
|
- formatType uint32 // type of the pixel data
|
|
|
- updateData bool // texture data needs to be sent
|
|
|
- updateParams bool // texture parameters needs to be sent
|
|
|
- genMipmap bool // generate mipmaps flag
|
|
|
- data interface{} // array with texture data
|
|
|
- uniUnit gls.Uniform2 // Texture unit uniform location cache
|
|
|
- uniInfo gls.Uniform2 // Texture info uniform location cache
|
|
|
- udata struct { // Combined uniform data in 3 vec2:
|
|
|
+ gs *gls.GLS // Pointer to OpenGL state
|
|
|
+ refcount int // Current number of references
|
|
|
+ texname uint32 // Texture handle
|
|
|
+ magFilter uint32 // magnification filter
|
|
|
+ minFilter uint32 // minification filter
|
|
|
+ wrapS uint32 // wrap mode for s coordinate
|
|
|
+ wrapT uint32 // wrap mode for t coordinate
|
|
|
+ iformat int32 // internal format
|
|
|
+ width int32 // texture width in pixels
|
|
|
+ height int32 // texture height in pixels
|
|
|
+ format uint32 // format of the pixel data
|
|
|
+ formatType uint32 // type of the pixel data
|
|
|
+ updateData bool // texture data needs to be sent
|
|
|
+ updateParams bool // texture parameters needs to be sent
|
|
|
+ genMipmap bool // generate mipmaps flag
|
|
|
+ data interface{} // array with texture data
|
|
|
+ uniUnit gls.Uniform // Texture unit uniform location cache
|
|
|
+ uniInfo gls.Uniform // Texture info uniform location cache
|
|
|
+ udata struct { // Combined uniform data in 3 vec2:
|
|
|
offsetX float32
|
|
|
offsetY float32
|
|
|
repeatX float32
|