Enum rin::gl::texture::Format [−][src]
pub enum Format { Texture1D { internal_format: u32, width: u32, levels: u32, }, Texture1DArray { internal_format: u32, width: u32, layers: u32, levels: u32, }, Texture2D { internal_format: u32, width: u32, height: u32, levels: u32, }, Texture2DMultisample { internal_format: u32, width: u32, height: u32, samples: u32, }, Texture2DArray { internal_format: u32, width: u32, height: u32, layers: u32, levels: u32, }, Texture2DArrayMultisample { internal_format: u32, width: u32, height: u32, layers: u32, samples: u32, }, Texture3D { internal_format: u32, width: u32, height: u32, depth: u32, levels: u32, }, TextureRectangkle { internal_format: u32, width: u32, height: u32, levels: u32, }, Custom { target: u32, internal_format: u32, width: u32, height: u32, depth: u32, levels: u32, samples: u32, }, }
Use to allocate a new texture
Variants
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Custom format for special targets.
Non used dimensions need to be 0 otherwise the wrong functions might be called
For example a 1D texture needs height and depth to be 0 and a 2D texture needs depth to be 0 When width, height and depth are non zero glin will internally use the gl3D functions for this texture If width and height are non zero and depth is 0 glin will internally use the gl2D functions
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Implementations
impl Format
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impl Format
[src]pub fn new(internal: u32, width: u32, height: u32) -> Format
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pub fn new_multisample(
internal: u32,
width: u32,
height: u32,
samples: u32
) -> Format
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internal: u32,
width: u32,
height: u32,
samples: u32
) -> Format
pub fn new_3d(internal: u32, width: u32, height: u32, depth: u32) -> Format
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pub fn new_1d(internal: u32, width: u32) -> Format
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pub fn new_1d_array(internal: u32, width: u32, layers: u32) -> Format
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pub fn new_array(internal: u32, width: u32, height: u32, layers: u32) -> Format
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pub fn new_multisample_array(
internal: u32,
width: u32,
height: u32,
layers: u32,
samples: u32
) -> Format
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internal: u32,
width: u32,
height: u32,
layers: u32,
samples: u32
) -> Format
pub fn target(&self) -> u32
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pub fn internal_format(&self) -> u32
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pub fn width(&self) -> u32
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pub fn height(&self) -> u32
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As used by gl functions
For example for 1D arrays this will return the number of layers as used when uploading data using glTextureSubImage2D
pub fn depth(&self) -> u32
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As used by gl functions
For example for 2D arrays this will return the number of layers as used when uploading data using glTextureSubImage3D
pub fn samples(&self) -> u32
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pub fn levels(&self) -> u32
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Trait Implementations
impl From<Format> for CompressedDataFormat
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impl From<Format> for CompressedDataFormat
[src]pub fn from(texture_format: Format) -> CompressedDataFormat
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impl TryFrom<Format> for LoadDataFormat
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impl TryFrom<Format> for LoadDataFormat
[src]impl TryFrom<Format> for DataFormat
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impl TryFrom<Format> for DataFormat
[src]impl Eq for Format
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impl StructuralEq for Format
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impl StructuralPartialEq for Format
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Auto Trait Implementations
impl RefUnwindSafe for Format
impl Send for Format
impl Sync for Format
impl Unpin for Format
impl UnwindSafe for Format
Blanket Implementations
impl<T> CallHasher for T where
T: Hash,
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impl<T> CallHasher for T where
T: Hash,
[src]impl<T> DowncastSync for T where
T: Any + Send + Sync,
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impl<T> DowncastSync for T where
T: Any + Send + Sync,
[src]impl<Q, K> Equivalent<K> for Q where
K: Borrow<Q> + ?Sized,
Q: Eq + ?Sized,
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impl<Q, K> Equivalent<K> for Q where
K: Borrow<Q> + ?Sized,
Q: Eq + ?Sized,
[src]pub fn equivalent(&self, key: &K) -> bool
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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