54 #ifndef ACG_TEXTURE_NODE_HH 55 #define ACG_TEXTURE_NODE_HH 61 #include "BaseNode.hh" 63 #include <ACG/GL/globjects.hh> 93 const std::string& _name =
"<TextureNode>",
94 bool _texture_repeat =
true,
95 GLint _texture_filter = GL_LINEAR );
110 bool repeat() {
return texture_repeat_; }
116 GLint
filter() {
return texture_filter_; }
119 void set_filter( GLint _filter ) { texture_filter_ = _filter; }
121 void set_texture_mode( GLenum _mode) { tex_mode_ = _mode; }
124 void enable_mipmapping();
127 void disable_mipmapping();
151 GLuint add_texture(
const QImage& _image);
156 void applyTextureParameters(
int _id );
160 void applyGLSettings( );
176 bool activateTexture(GLuint _id);
183 GLuint activeTexture();
190 bool read(
const char* _filename);
197 void set_texture(
const QImage& _image);
206 void set_texture(
const float * _image,
int _width,
int _height);
216 void set_texture(
const unsigned char * _image,
int _width,
int _height);
232 bool read(
const char* _filename, GLuint _id );
239 void set_texture(
const QImage& _image, GLuint _id);
248 void set_texture(
const float * _image,
int _width,
int _height, GLuint _id);
258 void set_texture(
const unsigned char * _image,
int _width,
int _height, GLuint _id);
293 mipmapAvailable(
false)
301 bool mipmapAvailable;
306 void setTextureDataGL ( GLuint _textureId,
312 const void * _data) ;
314 std::vector<TextureInfo> textures_;
316 bool texture_repeat_;
318 GLint texture_filter_;
320 bool mipmapping_globally_active_;
321 bool last_mipmapping_status_;
336 int available( GLuint _id );
340 void updateMipmaps(
bool _mipmap);
360 #endif // ACG_TEXTURE_NODE_HH defined Namespace providing different geometric functions concerning angles.
bool mipmapping() const
Get mipmapping status.
DrawModes::DrawMode open_volume_mesh_texture_draw_modes_
OpenVolumeMesh DrawModes using textures.
bool repeat()
get texture repeat status
void set_alpha(bool _status)
set transparency status
bool alpha()
get transparency status
void set_repeat(bool _status)
set texture repeat status
PickTarget
What target to use for picking.
GLint filter()
get texture filter
void set_filter(GLint _filter)
set texture filter
int activeTexture_
currently active texture