Documentation ¶
Overview ¶
Package texture implements an efficient texture cache.
At present it does virtually nothing other than thread-safe loading of texture files. Doesn't release memory or attempt to use tiled caching.
Textures are currently represented simply by a string which references into a hashmap. Lookup sounds inefficient but has never shown up as significant on profiling. Expected to change as many more textures are used in shaders.
Index ¶
- func Asset(name string) ([]byte, error)
- func AssetDir(name string) ([]string, error)
- func AssetInfo(name string) (os.FileInfo, error)
- func AssetNames() []string
- func MustAsset(name string) []byte
- func RestoreAsset(dir, name string) error
- func RestoreAssets(dir, name string) error
- func SampleFeline(filename string, sc *core.ShaderContext) (c [3]float32)
- func SampleRGB(filename string, sg *core.ShaderContext) (out [3]float32)
- type TexStore
- type Texture
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func Asset ¶
Asset loads and returns the asset for the given name. It returns an error if the asset could not be found or could not be loaded.
func AssetDir ¶
AssetDir returns the file names below a certain directory embedded in the file by go-bindata. For example if you run go-bindata on data/... and data contains the following hierarchy:
data/ foo.txt img/ a.png b.png
then AssetDir("data") would return []string{"foo.txt", "img"} AssetDir("data/img") would return []string{"a.png", "b.png"} AssetDir("foo.txt") and AssetDir("notexist") would return an error AssetDir("") will return []string{"data"}.
func AssetInfo ¶
AssetInfo loads and returns the asset info for the given name. It returns an error if the asset could not be found or could not be loaded.
func MustAsset ¶
MustAsset is like Asset but panics when Asset would return an error. It simplifies safe initialization of global variables.
func RestoreAsset ¶
RestoreAsset restores an asset under the given directory
func RestoreAssets ¶
RestoreAssets restores an asset under the given directory recursively
func SampleFeline ¶
func SampleFeline(filename string, sc *core.ShaderContext) (c [3]float32)
SampleFeline returns the filtered RGB value for the given texture file. Accepts normalized texture coordinates in sc.U & sc.V and texture derivatives Dduvdx&dy. WRL-99-1
Types ¶
type Texture ¶
type Texture struct {
// contains filtered or unexported fields
}
Texture represents a texture image. (shouldn't be public)
func CreateRGBTexture ¶
CreateRGBTexture creates an RGB texture of appropriate size.
func LoadTexture ¶
LoadTexture returns a texture object or an error if can't be openend. Takes a url for future network texture server. (shouldn't be public)