itexture.h File Reference
Description
Scene element Texture.
Code Example
itexture.h
/***************************************************************************************************
* Copyright 2024 NVIDIA Corporation. All rights reserved.
**************************************************************************************************/
#ifndef MI_NEURAYLIB_ITEXTURE_H
#define MI_NEURAYLIB_ITEXTURE_H
#include <mi/neuraylib/iscene_element.h>
#include <mi/neuraylib/typedefs.h>
namespace mi {
namespace neuraylib {
class IImage;
enum Texture_compression
{
TEXTURE_NO_COMPRESSION = 0,
TEXTURE_MEDIUM_COMPRESSION = 1,
TEXTURE_HIGH_COMPRESSION = 2,
TEXTURE_COMPRESSION_FORCE_32_BIT = 0xffffffffU
};
mi_static_assert( sizeof( Texture_compression) == sizeof( Uint32));
enum Filter_type
{
FILTER_BOX = 0,
FILTER_TRIANGLE = 1,
FILTER_GAUSS = 2,
FILTER_CMITCHELL = 3,
FILTER_CLANCZOS = 4,
FILTER_FAST = 5,
FILTER_FORCE_32_BIT = 0xffffffffU
};
mi_static_assert( sizeof( Filter_type) == sizeof( Uint32));
class ITexture :
public base::Interface_declare<0x012c847c,0xaf47,0x4338,0xb7,0xc4,0x78,0x67,0xa3,0x55,0x47,0x18,
neuraylib::IScene_element>
{
public:
virtual Sint32
set_image( const char* name) = 0;
virtual const char* get_image() const = 0;
virtual Sint32 set_volume( const char* name) = 0;
virtual const char* get_volume() const = 0;
virtual void set_gamma( Float32 gamma) = 0;
virtual Float32
get_gamma() const = 0;
virtual Float32
get_effective_gamma( Size frame_id, Size uvtile_id) const = 0;
virtual const char* get_selector() const = 0;
virtual void set_compression( Texture_compression compression) = 0;
virtual Texture_compression
get_compression() const = 0;
};
// end group mi_neuray_misc
} // namespace neuraylib
} // namespace mi
#endif // MI_NEURAYLIB_ITEXTURE_H
Namespaces
- namespace
- Common namespace for APIs of NVIDIA Advanced Rendering Center GmbH. More...
- namespace
- Namespace for the neuray API. More...
Classes
- class
- Textures add image processing options to images. More...
Enumerations
- enum {FILTER_BOX = 0, FILTER_TRIANGLE = 1, FILTER_GAUSS = 2, FILTER_CMITCHELL = 3, FILTER_CLANCZOS = 4, FILTER_FAST = 5, FILTER_FORCE_32_BIT = 0xffffffffU }
- Supported filter types. More...
- enum {TEXTURE_NO_COMPRESSION = 0, TEXTURE_MEDIUM_COMPRESSION = 1, TEXTURE_HIGH_COMPRESSION = 2, TEXTURE_COMPRESSION_FORCE_32_BIT = 0xffffffffU }
- Texture compression method. More...