Cogl.TextureRectangle¶
- Implementations:
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Methods¶
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Virtual Methods¶
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Class Details¶
- class Cogl.TextureRectangle¶
- Bases:
- classmethod new_from_bitmap(bitmap)¶
- Parameters:
bitmap (
Cogl.Bitmap) – ACogl.Bitmap- Returns:
A pointer to a new
Cogl.TextureRectangletexture.- Return type:
Allocates a new
Cogl.TextureRectangletexture which will be initialized with the pixel data from bitmap. This texture is a low-level texture that the GPU can sample from directly unlike high-level textures such asCogl.Texture2DSlicedandCogl.AtlasTexture.Unlike for
Cogl.Texture2Dtextures, coordinates forCogl.TextureRectangletextures should not be normalized. So instead of using the coordinate (1, 1) to sample the bottom right corner of a rectangle texture you would use (width, height) where width and height are the width and height of the texture. If you want to sample from a rectangle texture from GLSL you should use the sampler2DRect sampler type. Applications wanting to useCogl.TextureRectangleshould first check for theCogl.FeatureID.OGL_FEATURE_ID_TEXTURE_RECTANGLEfeature usingCogl.has_feature(). The storage for the texture is not allocated before this function returns. You can callCogl.Texture.allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is going to be used and can optimize how it is allocated.New in version 2.0.
- classmethod new_from_foreign(ctx, gl_handle, width, height, format)¶
- Parameters:
ctx (
Cogl.Context) – ACogl.Contextgl_handle (
int) – A GL handle for a GL_TEXTURE_RECTANGLE texture objectwidth (
int) – Width of the foreign GL textureheight (
int) – Height of the foreign GL textureformat (
Cogl.PixelFormat) – The format of the texture
- Returns:
A new
Cogl.TextureRectangletexture- Return type:
Wraps an existing GL_TEXTURE_RECTANGLE texture object as a
Cogl.TextureRectangle. This can be used for integrating Cogl with software using OpenGL directly.Unlike for
Cogl.Texture2Dtextures, coordinates forCogl.TextureRectangletextures should not be normalized. So instead of using the coordinate (1, 1) to sample the bottom right corner of a rectangle texture you would use (width, height) where width and height are the width and height of the texture. The results are undefined for passing an invalid gl_handle or if width or height don’t have the correct texture geometry. If you want to sample from a rectangle texture from GLSL you should use the sampler2DRect sampler type. Applications wanting to useCogl.TextureRectangleshould first check for theCogl.FeatureID.OGL_FEATURE_ID_TEXTURE_RECTANGLEfeature usingCogl.has_feature(). The texture is still configurable until it has been allocated so for example you can declare whether the texture is premultiplied withCogl.Texture.set_premultiplied().
- classmethod new_with_size(ctx, width, height)¶
- Parameters:
ctx (
Cogl.Context) – ACogl.Contextpointerwidth (
int) – The texture width to allocateheight (
int) – The texture height to allocate
- Returns:
A pointer to a new
Cogl.TextureRectangleobject with no storage allocated yet.- Return type:
Creates a new
Cogl.TextureRectangletexture with a given width, and height. This texture is a low-level texture that the GPU can sample from directly unlike high-level textures such asCogl.Texture2DSlicedandCogl.AtlasTexture.Unlike for
Cogl.Texture2Dtextures, coordinates forCogl.TextureRectangletextures should not be normalized. So instead of using the coordinate (1, 1) to sample the bottom right corner of a rectangle texture you would use (width, height) where width and height are the width and height of the texture. If you want to sample from a rectangle texture from GLSL you should use the sampler2DRect sampler type. Applications wanting to useCogl.TextureRectangleshould first check for theCogl.FeatureID.OGL_FEATURE_ID_TEXTURE_RECTANGLEfeature usingCogl.has_feature(). The storage for the texture is not allocated before this function returns. You can callCogl.Texture.allocate() to explicitly allocate the underlying storage or preferably let Cogl automatically allocate storage lazily when it may know more about how the texture is going to be used and can optimize how it is allocated.New in version 1.10.