#include "mtypes.h"
Internal functions | |
| gl_texture_object * | _mesa_new_texture_object (GLcontext *ctx, GLuint name, GLenum target) |
| Allocate and initialize a new texture object. More... | |
| void | _mesa_initialize_texture_object (struct gl_texture_object *obj, GLuint name, GLenum target) |
| Initialize a texture object to default values. More... | |
| void | _mesa_delete_texture_object (GLcontext *ctx, struct gl_texture_object *obj) |
| Deallocate a texture object struct. More... | |
| void | _mesa_save_texture_object (GLcontext *ctx, struct gl_texture_object *obj) |
| Add the given texture object to the texture object pool. More... | |
| void | _mesa_remove_texture_object (GLcontext *ctx, struct gl_texture_object *obj) |
| Remove the given texture object from the texture object pool. More... | |
| void | _mesa_copy_texture_object (struct gl_texture_object *dest, const struct gl_texture_object *src) |
| Copy texture object state from one texture object to another. More... | |
| void | _mesa_test_texobj_completeness (const GLcontext *ctx, struct gl_texture_object *obj) |
| Examine a texture object to determine if it is complete. More... | |
API functions | |
| void GLAPIENTRY | _mesa_GenTextures (GLsizei n, GLuint *textures) |
| Generate texture names. More... | |
| void GLAPIENTRY | _mesa_DeleteTextures (GLsizei n, const GLuint *textures) |
| Delete named textures. More... | |
| void GLAPIENTRY | _mesa_BindTexture (GLenum target, GLuint texture) |
| Bind a named texture to a texturing target. More... | |
| void GLAPIENTRY | _mesa_PrioritizeTextures (GLsizei n, const GLuint *textures, const GLclampf *priorities) |
| Set texture priorities. More... | |
| GLboolean GLAPIENTRY | _mesa_AreTexturesResident (GLsizei n, const GLuint *textures, GLboolean *residences) |
| See if textures are loaded in texture memory. More... | |
| GLboolean GLAPIENTRY | _mesa_IsTexture (GLuint texture) |
| See if a name corresponds to a texture. More... | |
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See if textures are loaded in texture memory.
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Bind a named texture to a texturing target.
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Copy texture object state from one texture object to another.
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Deallocate a texture object struct. It should have already been removed from the texture object pool.
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Delete named textures.
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Generate texture names.
textures. Corresponding empty texture objects are also generated. |
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Initialize a texture object to default values.
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See if a name corresponds to a texture.
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Allocate and initialize a new texture object. But don't put it into the texture object hash table. Called via ctx->Driver.NewTextureObject, unless overridden by a device driver.
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Set texture priorities.
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Remove the given texture object from the texture object pool. Do not deallocate the texture object though. |
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Add the given texture object to the texture object pool.
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Examine a texture object to determine if it is complete. The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE accordingly.
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1.2.13.1 written by Dimitri van Heesch,
© 1997-2001