|
MTek-GDL 0.100.4-muffintrap
|
Class module for handling and converting textures. More...
Data Structures | |
| class | gdl::Texture |
| Texture handling class. More... | |
Enumerations | |
| enum | gdl::TextureFormatModes { gdl::I4 = GX_TF_I4 , gdl::I8 = GX_TF_I8 , gdl::IA4 = GX_TF_IA4 , gdl::IA8 = GX_TF_IA8 , gdl::RGB565 = GX_TF_RGB565 , gdl::RGB5A3 = GX_TF_RGB5A3 , gdl::RGBA8 = GX_TF_RGBA8 } |
| enum | gdl::TextureAllocModes { gdl::MEM1 = 0 , gdl::MEM2 = 1 } |
Functions | |
| int | gdl::MakeValuePOT (int value) |
| Pads out a value to make it a power-of-two. | |
| void | gdl::wii::SetAutoFlush (bool flush) |
| Texture flusing mode. | |
| void | gdl::wii::SetTexAllocMode (bool allocMode) |
| Sets which memory area the next texture will be allocated in. | |
Class module for handling and converting textures.
Texture allocation modes
Used internally by the gdl::Texture class and is used for gdl::wii::SetTexAllocMode().
| Enumerator | |
|---|---|
| MEM1 | Allocate texture in MEM1. |
| MEM2 | Allocate texture in MEM2. |
Texture format options
Texture formats for gdl::Texture and gdl::Image creation and loading functions. Each texture format takes up memory differently being gdl::I4 being the smallest but could not handle color at all (monochrome) while gdl::RGBA8 has the best color definition but it takes up a lot of memory and at times is the slowest to render.
| int gdl::MakeValuePOT | ( | int | value | ) |
Pads out a value to make it a power-of-two.
| [in] | value | Value to pad into a power-of-two value. |
| void gdl::wii::SetAutoFlush | ( | bool | flush | ) |
Texture flusing mode.
Sets whether or not to flush the texture whenever gdl::Texture::PokePixel() is used. For performance reasons, it is best to turn it off when doing a lot of texture modifications and then flush it with gdl::Texture::Flush() right after.
| [in] | flush | false to disable auto-flushing, true to enable. |
| void gdl::wii::SetTexAllocMode | ( | bool | allocMode | ) |
Sets which memory area the next texture will be allocated in.
Sets where the next texture to be created will be allocated on either MEM1 or MEM2.
| [in] | allocMode | Allocation mode (see gdl::TextureAllocModes). |