#include "internal.h"
#include <c3d/renderqueue.h>
Go to the source code of this file.
◆ C3D_TexBind()
void C3D_TexBind |
( |
int |
unitId, |
|
|
C3D_Tex * |
tex |
|
) |
| |
◆ C3D_TexDelete()
void C3D_TexDelete |
( |
C3D_Tex * |
tex | ) |
|
◆ C3D_TexFlush()
void C3D_TexFlush |
( |
C3D_Tex * |
tex | ) |
|
◆ C3D_TexGenerateMipmap()
void C3D_TexGenerateMipmap |
( |
C3D_Tex * |
tex, |
|
|
GPU_TEXFACE |
face |
|
) |
| |
◆ C3D_TexInitWithParams()
bool C3D_TexInitWithParams |
( |
C3D_Tex * |
tex, |
|
|
C3D_TexCube * |
cube, |
|
|
C3D_TexInitParams |
p |
|
) |
| |
◆ C3D_TexLoadImage()
void C3D_TexLoadImage |
( |
C3D_Tex * |
tex, |
|
|
const void * |
data, |
|
|
GPU_TEXFACE |
face, |
|
|
int |
level |
|
) |
| |
◆ C3D_TexShadowParams()
void C3D_TexShadowParams |
( |
bool |
perspective, |
|
|
float |
bias |
|
) |
| |
◆ C3Di_SetTex()
void C3Di_SetTex |
( |
int |
unit, |
|
|
C3D_Tex * |
tex |
|
) |
| |