ModelTexture

Description

abstract class Tinman.Engine.Models.ModelTexture

Derived from

IModelTexture

Abstract base class for IModelTexture implementations.

The default implementation of IModelTexture.ReadTexels delegates to ReadTexels, passing IModelTexture.PreferredTextureFormat and true.

Public / Constants

Black


public static readonly attribute Black → (IModelTexture)

Uniform texture of color Colors.Black.

Blue


public static readonly attribute Blue → (IModelTexture)

Uniform texture of color Colors.Blue.

Cyan


public static readonly attribute Cyan → (IModelTexture)

Uniform texture of color Colors.Cyan.

Displacement​Zero


public static readonly attribute DisplacementZero → (IModelTexture)

Placeholder for encoded displacement map.

Error


public static readonly attribute Error → (IModelTexture)

Used to visually indicate a missing texture resource.

Gradient


public static readonly attribute Gradient → (IModelTexture)

A texture with some pseudo-random gradients in each color channel.

Green


public static readonly attribute Green → (IModelTexture)

Uniform texture of color Colors.Lime.

Lookup​Table


public static readonly attribute LookupTable → (IModelTexture)

The lookup table for lighting.

Magenta


public static readonly attribute Magenta → (IModelTexture)

Uniform texture of color Colors.Magenta.

Normal​Up​RB


public static readonly attribute NormalUpRB → (IModelTexture)

Placeholder for encoded normal map.

Normal​Up​RGB


public static readonly attribute NormalUpRGB → (IModelTexture)

Placeholder for normal map.

See also

IMaterial.Normal

Red


public static readonly attribute Red → (IModelTexture)

Uniform texture of color Colors.Red.

White


public static readonly attribute White → (IModelTexture)

Uniform texture of color Colors.White.

Yellow


public static readonly attribute Yellow → (IModelTexture)

Uniform texture of color Colors.Yellow.

Zero


public static readonly attribute Zero → (IModelTexture)

Uniform texture of color zero (i.e. transparent black).

Public / Constructors

For

5 overloads


public static method For1 → (2)

color in : int64

The uniform color to use.

srgb opt : bool = true

Create sRGB compressed texture?

returns → IModelTexture

The model texture.

Creates a new instance of IModelTexture that has a uniform color.

This method will return one of the following constants, if color in matches:

Otherwise, a new IModelTexture object will be created.


public static method For2 → (3)

path in : Path

[not-null]
File path of the texture to refer to.
If srgb opt is set to false, no gamma-correction will be applied when loading the texture image.
If srgb opt is set to true, sRGB gamma-correction will be applied when loading the texture image.
Use For3 to apply the SRGB behaviour of the texture image.

format opt : TextureFormat = null

The texture format to use if the image file does not specify one. Set to null to choose a texture format from the pixel format automatically.

srgb opt : bool = true

The ISrgb.Srgb flag to use for encoding the texture.

returns → IModelTexture

The model texture.

Creates a new instance of IModelTexture that refers to the given texture file.


public static method For3 → (3)

image in : IImage

[not-null]
Image descriptor of the texture to refer to. Gamma correction is controlled by the image descriptor.

format opt : TextureFormat = null

The texture format to use if the image file does not specify one. Set to null to choose a texture format from the pixel format automatically.

srgb opt : bool = true

The ISrgb.Srgb flag to use for encoding the texture.

returns → IModelTexture

The model texture.

Creates a new instance of IModelTexture that refers to the given image descriptor.


public static method For4 → (1)

texture in : TexelBuffer

[not-null]
The texture data to use.

returns → IModelTexture

The model texture.

Creates a new instance of IModelTexture that uses a copy of the the given texture data.


public static method For5 → (2)

pixels in : ColorBuffer

[not-null]
The pixel data to use.

format opt : TextureFormat = null

The preferred texture format or null for any suitable.

returns → IModelTexture

The model texture.

Creates a new instance of IModelTexture that uses the given pixel data.

Render​Target


public static method RenderTarget → (1)

handle in : RenderTargetHandle

[not-null]
The render target handle.

returns → IModelTexture

The model texture.

Creates a new instance of IModelTexture for the IRenderTarget.Texture resource of a IRenderTarget object in the graphics resource cache.

Public / Methods

Slices


public static method Slices → (1)

slices in : IModelTexture [ ]

[not-null]
The texture array slices.

returns → IResourceHandle

The ITexture2D handle.

Creates a resource handle for a 2D texture array, using the given slices.

Protected / Methods

Read​Texels


[OwnerReturn]
protected method ReadTexels → (2)

format in : TextureFormat

The texture format to use. If null, it will be inferred from the pixel data (see TextureFormat.For).

srgb in : bool

The ISrgb.Srgb flags to use for encoding the pixel data.

returns → TexelBuffer

The resulting texel buffer.

Reads the pixel data into a texel buffer.

IOException

If an I/O error has occurred while reading the pixel data.

Configuration

Config


public static attribute Config → (get)

value : IConfigurator<IModelTexture>

[not-null]
The configurator object.

The configurator object for this type.