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libdonut 2.3.6
Application framework for cross-platform game development in C++20
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#include <donut/Color.hpp>#include <donut/UniqueHandle.hpp>#include <donut/graphics/Handle.hpp>#include <donut/graphics/Image.hpp>#include <donut/math.hpp>#include <cstddef>#include <cstdint>#include <optional>Go to the source code of this file.
Classes | |
| struct | donut::graphics::TextureOptions |
| Configuration options for a Texture and its assocated sampler. More... | |
| class | donut::graphics::Texture |
| Storage for multidimensional data, such as 2D images, on the GPU, combined with a sampler configuration that defines how to render the stored data. More... | |
Namespaces | |
| namespace | donut |
| namespace | donut::graphics |
Enumerations | |
| enum class | donut::graphics::TextureFormat : std::int32_t { donut::graphics::R8_UNORM , donut::graphics::R16_FLOAT , donut::graphics::R32_FLOAT , donut::graphics::R8G8_UNORM , donut::graphics::R16G16_FLOAT , donut::graphics::R32G32_FLOAT , donut::graphics::R8G8B8_UNORM , donut::graphics::R16G16B16_FLOAT , donut::graphics::R32G32B32_FLOAT , donut::graphics::R8G8B8A8_UNORM , donut::graphics::R16G16B16A16_FLOAT , donut::graphics::R32G32B32A32_FLOAT } |
| Description of the internal texel format of a Texture, including the number of component channels, their meaning and their data type. More... | |