GLsizei texture_width;
GLsizei texture_height;
+ GLsizei num_colors;
void resize(unsigned int width = 256, unsigned int height = 256);
void ConvertUint(unsigned *array, unsigned int length);
void ConvertShort(unsigned short *array, unsigned int length);
void rgbtorgb(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *l, int n);
+ void rgbatorgba(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *a,
+ GLubyte *l, int n);
ImageRec *ImageOpen(const char *fileName);
ImageRec *RawImageOpen(const char *fileName);
void ImageClose(ImageRec *image);
void ImageGetRow(ImageRec *image, GLubyte *buf, int y, int z);
+ inline void free_id() {
+#ifdef GL_VERSION_1_1
+ glDeleteTextures(1, &texture_id);
+#else
+ glDeleteTexturesEXT(1, &texture_id);
+#endif
+ texture_id = 0;
+ }
+
+
public:
SGTexture();
/* Copyright (c) Mark J. Kilgard, 1997. */
void read_alpha_texture(const char *name);
void read_rgb_texture(const char *name);
+ void read_rgba_texture(const char *name);
void read_raw_texture(const char *name);
void read_r8_texture(const char *name);
- inline bool usable() { return texture_data ? true : false; }
+ inline bool usable() { return (texture_id > 0) ? true : false; }
inline GLuint id() { return texture_id; }
inline GLubyte *texture() { return texture_data; }
+ inline void set_data(GLubyte *data) { texture_data = data; }
inline int width() { return texture_width; }
inline int height() { return texture_height; }
// texture pixel manipulation functions.
void set_pixel(GLuint x, GLuint y, sgVec3 &c);
- sgVec3 *get_pixel(GLuint x, GLuint y);
+ float *get_pixel(GLuint x, GLuint y);
void bind();
- inline void select() {
- // if (texture_data)
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
- texture_width, texture_height, 0,
- GL_RGB, GL_UNSIGNED_BYTE, texture_data );
+ inline void select(bool keep_data = false) {
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
+ texture_width, texture_height, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, texture_data );
+
+ if (!keep_data) {
+ delete[] texture_data;
+ texture_data = 0;
+ }
+ }
+
+ // Nowhere does it say that resident textures have to be in video memory!
+ // NVidia's OpenGL drivers implement glAreTexturesResident() correctly,
+ // but the Matrox G400, for example, doesn't.
+ inline bool is_resident() {
+ GLboolean is_res;
+ glAreTexturesResident(1, &texture_id, &is_res);
+ return is_res;
}
};