Texture location structure: MIP-map level and offset.
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#include <TextureFlags.h>
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| Offset3D | offset |
| | Zero-based offset within the texture data.
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| std::uint32_t | arrayLayer = 0 |
| | Zero-based array layer index.
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| std::uint32_t | mipLevel = 0 |
| | MIP-map level for the sub-texture, where 0 is the base texture, and N > 0 is the N-th MIP-map level. By default 0.
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Texture location structure: MIP-map level and offset.
- See also
- CommandBuffer::CopyTexture
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TextureRegion
◆ TextureLocation() [1/2]
| LLGL::TextureLocation::TextureLocation |
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default |
◆ TextureLocation() [2/2]
| LLGL::TextureLocation::TextureLocation |
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const Offset3D & | offset, |
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std::uint32_t | arrayLayer = 0, |
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std::uint32_t | mipLevel = 0 ) |
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inline |
Constructor to initialize all attributes.
◆ arrayLayer
| std::uint32_t LLGL::TextureLocation::arrayLayer = 0 |
◆ mipLevel
| std::uint32_t LLGL::TextureLocation::mipLevel = 0 |
MIP-map level for the sub-texture, where 0 is the base texture, and N > 0 is the N-th MIP-map level. By default 0.
- See also
- TextureDescriptor::mipLevels
◆ offset
Zero-based offset within the texture data.
The documentation for this struct was generated from the following file: