ITextureRegenerator: Difference between revisions

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;Location:<code>public\materialsystem\itexture.h</code>
;Location:<code>public\materialsystem\itexture.h</code>
;Purpose:The job '''ITextureRegenerator''' class is to change the pixel values of any procedural texture that uses a regenerator that implements this class.
;Purpose:The job '''ITextureRegenerator''' class is to change the pixel values of any procedural texture that uses a regenerator that implements this class.

Revision as of 05:35, 1 December 2007

Location
public\materialsystem\itexture.h
Purpose
The job ITextureRegenerator class is to change the pixel values of any procedural texture that uses a regenerator that implements this class.
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//
//=============================================================================//

#ifndef ITEXTURE_H
#define ITEXTURE_H

#ifdef _WIN32
#pragma once
#endif

enum ImageFormat;
class IVTFTexture;
class ITexture;
struct Rect_t;

//-----------------------------------------------------------------------------
// This will get called on procedural textures to re-fill the textures
// with the appropriate bit pattern. Calling Download() will also
// cause this interface to be called. It will also be called upon
// mode switch, or on other occasions where the bits are discarded.
//-----------------------------------------------------------------------------
class ITextureRegenerator
{
public:
	// This will be called when the texture bits need to be regenerated.
	// Use the VTFTexture interface, which has been set up with the
	// appropriate texture size + format
	// The rect specifies which part of the texture needs to be updated
	// You can choose to update all of the bits if you prefer
	virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect ) = 0;

	// This will be called when the regenerator needs to be deleted
	// which will happen when the texture is destroyed
	virtual void Release() = 0;
};

inline bool IsErrorTexture( ITexture *pTex )
{
	return !pTex || pTex->IsError();
}

#endif // ITEXTURE_H

See also