Render Targets Update.
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Allow rendering onto a texture that's been loaded already. Make DrawSprite commands work regardless of if the texture was loaded in inverted or not. You however cannot draw onto a texture which is upside-down in vram because your draw commands would be positioned incorrectly.
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@@ -42,7 +42,7 @@ public:
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[[nodiscard]] std::vector<GLfloat> GetData() const;
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public:
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/// Create a render target for a texture that already exists. For adding to an existing texture.
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explicit RenderTarget(const Texture* texture, const Color4& clear_color = Colors::Black, bool use_depth = false);
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explicit RenderTarget(Texture* texture, const Color4& clear_color = Colors::Black);
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/// Create a Render Target with a brand new texture. Want to render JGL elements onto a texture and display it as a sprite?
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explicit RenderTarget(const Vector2& size, const Color4& clear_color = Colors::Black, bool use_depth = false);
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~RenderTarget();
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@@ -37,8 +37,7 @@ namespace JGL {
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void load(SoftwareTexture* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
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public:
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/// Load a texture from a file,
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explicit Texture(const std::string& file, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE);
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Texture(const std::string& file, const TextureFlag& flags, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE);
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Texture(const std::string& file, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE, const TextureFlag& flags = TextureFlag::INVERT_Y);
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Texture(SoftwareTexture* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
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/* Initialize a texture filled with trash data
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this is primarily for the RenderTarget */
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@@ -54,6 +53,7 @@ namespace JGL {
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[[nodiscard]] TextureFormat GetFormat() const;
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[[nodiscard]] std::vector<Color4> GetPixelData() const;
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void SetTextureHandle(GLuint handle);
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void SetFlags(const TextureFlag& flags);
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};
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}
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