// Filename: glTextureContext_src.h // Created by: drose (07Oct99) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved // // All use of this software is subject to the terms of the Panda 3d // Software license. You should have received a copy of this license // along with this source code; you will also find a current copy of // the license at http://etc.cmu.edu/panda3d/docs/license/ . // // To contact the maintainers of this program write to // panda3d-general@lists.sourceforge.net . // //////////////////////////////////////////////////////////////////// #include "pandabase.h" #include "textureContext.h" //////////////////////////////////////////////////////////////////// // Class : GLTextureContext // Description : //////////////////////////////////////////////////////////////////// class EXPCL_GL CLP(TextureContext) : public TextureContext { public: INLINE CLP(TextureContext)(Texture *tex); // This is the GL "name" of the texture object. GLuint _index; // This is a GL texture priority. GLfloat _priority; // These are the parameters that we specified with the last // glTexImage2D() call. If none of these have changed, we can // reload the texture image with a glTexSubImage2D(). bool _already_applied; GLint _internal_format; GLsizei _width; GLsizei _height; GLsizei _depth; public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { TextureContext::init_type(); register_type(_type_handle, CLASSPREFIX_QUOTED "TextureContext", TextureContext::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; }; #include "glTextureContext_src.I"