A class that stores the texture data for a shader program.
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#include <omGraphicsTextureBindingData.h>
A class that stores the texture data for a shader program.
om::graphics::materials::TextureBindingData::TextureBindingData |
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Create a new shader binding data object with no allocated data.
om::graphics::materials::TextureBindingData::TextureBindingData |
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Size |
textureCapacity | ) |
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Create a new shader binding data object with the specified initial capacity.
Size om::graphics::materials::TextureBindingData::getTextureCount |
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const |
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inline |
Return an pointer to the internal array of shader textures.
Texture** om::graphics::materials::TextureBindingData::getTextures |
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inline |
Return a pointer to the internal array of shader textures.
Texture* const* om::graphics::materials::TextureBindingData::getTextures |
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const |
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inline |
Return a const pointer to the internal array of shader textures.
Texture** om::graphics::materials::TextureBindingData::allocateTextures |
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Size |
texturesToAdd | ) |
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inline |
Allocate the specified number of textures for this shader binding data and return a pointer to the texture storage.
void om::graphics::materials::TextureBindingData::clearTextures |
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inline |
Remove all stored textures from this shader binding data object.
void om::graphics::materials::TextureBindingData::setData |
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const TextureBindingData & |
other | ) |
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Copy all data from the other texture binding data object into this one.
const Size om::graphics::materials::TextureBindingData::DEFAULT_CAPACITY = 4 |
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static |
The default size of a shader pass's texture array.
The documentation for this class was generated from the following file: