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Detailed Description. Interface of a Video Driver dependent Texture. An ITexture is created by an IVideoDriver by using IVideoDriver::addTexture or IVideoDriver ...
If you want to load a texture, you may want to call imaginable method IDriver::loadTexture. You do this like ITexture* texture = driver->loadTexture("example.
Adds a texture to the sprite bank. virtual s32 addTextureAsSprite (video::ITexture *texture)=0; virtual void clear ()=0. clears sprites, rectangles and textures.
Gets the immutable texture transformation matrix for level i. bool isTransparent () const; bool operator!= (const SMaterial &b) const. Inequality operator.
Gets the image texture. virtual bool isAlphaChannelUsed () const =0. Returns true if the image is using the alpha channel, false if not. virtual bool ...
Sets the texture transformation matrix to mat. Public Attributes. u8 AnisotropicFilter. Is anisotropic filtering enabled? Default: 0, disabled. bool ...
Sets the pressed state of the button if this is a pushbutton. virtual void setPressedImage (video::ITexture *image=0)=0. Sets a background image for the button ...
Disable a feature of the driver. virtual void draw2DImage (const video::ITexture *texture, const core::position2d< s32 > &destPos)=0. Draws a 2d image ...
Interface making it possible to set constants for gpu programs every frame. More... class ITexture. Interface of a Video Driver dependent Texture. More... class ...
... ITexture *texture, const io::path &filename="")=0. Sets an attribute as texture reference. virtual void setAttribute (s32 index, video::ITexture *texture ...