smrendererv3/SMCode/SM.OGL/Texture/TextureBase.cs
Michel Fedde 4c18127c88 05.01.2021
+ Bloom effect
+ PixelInformation
+ Many Summaries
+ Add-methods for CVectors
+ Exposure-Field in GenericCamera for HDR.

~ ColorAttachments now can have PixelInformation
~ Transformed MeshAttributes to a own class
~ Fixed the non-applying of transformations at texts
~ Added more information to the context
~ Improved Pipeline-Process.
~ Changed how Uniform takes arrays

- Light system
2021-01-06 17:04:15 +01:00

50 lines
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1.4 KiB
C#

#region usings
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Texture
{
/// <summary>
/// Works as a basis for textures.
/// </summary>
public abstract class TextureBase : GLObject
{
/// <inheritdoc />
protected override bool AutoCompile { get; } = true;
/// <inheritdoc />
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Texture;
public PixelInformation PixelInformation;
/// <summary>
/// The texture filter.
/// <para>Default: <see cref="TextureMinFilter.Linear" /></para>
/// </summary>
public virtual TextureMinFilter Filter { get; set; } = TextureMinFilter.Linear;
/// <summary>
/// The wrap mode.
/// <para>Default: <see cref="TextureWrapMode.Repeat" /></para>
/// </summary>
public virtual TextureWrapMode WrapMode { get; set; } = TextureWrapMode.Repeat;
/// <summary>
/// The Width of the texture
/// </summary>
public virtual int Width { get; protected set; }
/// <summary>
/// The height of the texture
/// </summary>
public virtual int Height { get; protected set; }
public override void Dispose()
{
base.Dispose();
GL.DeleteTexture(_id);
}
}
}