2 #include "RenderTarget.h" 3 #include "TextureEntity.h" 12 virtual bool IsAssetAllLoaded() {
return false; };
14 virtual void OnTaskCompleted() {};
22 const std::string& GetName()
const {
return m_name; }
23 void SetName(
const std::string& val) { m_name = val; }
25 bool IsDirty()
const {
return m_dirty; }
26 void SetDirty(
bool val) { m_dirty = val; }
52 virtual bool IsAssetAllLoaded();
56 void SetFlipY(
bool val) { m_bFlipY = val; }
61 void SetColorKey(
const Color& val) { m_colorKey = val; }
62 Color GetColorKey()
const {
return m_colorKey; }
69 std::map < std::string, ref_ptr<TextureComposeTask> >
m_all_layers;
70 std::map < std::string, ref_ptr<TextureComposeTask> > m_dirty_layers;
73 std::vector < ref_ptr<TextureComposeTask> > m_completed_layers;
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition: TextureEntity.h:29
It's used as parameter to Draw method of each scene object.
Definition: SceneState.h:284
a render target scene object.
Definition: RenderTarget.h:16
different physics engine has different winding order.
Definition: EventBinding.h:32
std::map< std::string, ref_ptr< TextureComposeTask > > m_all_layers
all layers
Definition: TextureComposer.h:69
The ref_ptr class template stores a pointer to a dynamically allocated (AssetEntity|CRefCounted|BaseA...
Definition: PERefPtr.h:13
std::vector< ref_ptr< TextureComposeTask > > m_pending_layers
pending to be composed layers.
Definition: TextureComposer.h:72
bool UpdateToStaticTexture(CRenderTarget *pRenderTarget, Color colorKey=0)
Definition: TextureComposer.cpp:92
a special render target for composing the multilayer character skin or facial texture.
Definition: TextureComposer.h:39
bool IsFlipY() const
if we use opengl render target directly, we need to flipY during rendering.
Definition: TextureComposer.h:55
base class for a surface to paint to.
Definition: PaintDevice.h:10
Definition: ParaColor.h:275
base class for texture composer using using a render target.
Definition: TextureComposer.h:8