|
Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
|
A struct containing the definition of a color buffer, using which similar color buffers can be created. More...
#include <texture.hpp>
Public Types | |
| enum class | Type { TEXTURE_2D , CUBEMAP } |
| The type of texture defined. | |
| enum class | CubemapLayout : uint8_t { NA , ROW } |
| For a 2D texture - determines the manner in which the Texture should be sampled in order for it to be used as a cubemap. | |
Public Attributes | |
| glm::vec2 | mDimensions {800, 600} |
| The dimensions of the 2D texture. | |
| CubemapLayout | mCubemapLayout { CubemapLayout::NA } |
| The type of cubemap layout the texture conforms to, if it is a cubemap. | |
| GLenum | mMagFilter { GL_LINEAR } |
| The type of sampling used with the texture when it is zoomed in to. | |
| GLenum | mMinFilter { GL_LINEAR } |
| The type of sampling used with the texture when it is zoomed out from. | |
| GLenum | mWrapS { GL_CLAMP_TO_EDGE } |
| Horizontally: for UV coordinates beyond the 0.0-1.0 range, which part of the texture is to be sampled from. | |
| GLenum | mWrapT { GL_CLAMP_TO_EDGE } |
| Vertically: for UV coordinates beyond the 0.0-1.0 range, which part of the texture is to be sampled from. | |
| GLenum | mDataType { GL_UNSIGNED_BYTE } |
| The underlying data type representing each channel (also component) of the texture. | |
| GLbyte | mComponentCount { 4 } |
| The number of components (or channels) each pixel of the texture contains. | |
| bool | mUsesWebColors { false } |
| Whether the intensity of the color of a component maps linearly or exponentially with the value of that component on a pixel. | |
A struct containing the definition of a color buffer, using which similar color buffers can be created.
| bool ToyMaker::ColorBufferDefinition::mUsesWebColors { false } |
Whether the intensity of the color of a component maps linearly or exponentially with the value of that component on a pixel.
Web colors are mapped exponentially, whereas lighting calculations are performed in linear space.
Related: SRGB and SRGB_ALPHA in OpenGL.