Texture backend based on QGL, usable with both GL1 and GL2. More...
#include <StelQGLTextureBackend.hpp>
Texture backend based on QGL, usable with both GL1 and GL2.
Definition at line 31 of file StelQGLTextureBackend.hpp.
Destroy the StelQGLTextureBackend. Must be called before the Renderer is destroyed.
Called by QGLRenderer to bind the texture to specified texture unit.
Construct a StelQGLTextureBackend asynchronously (in a separate thread).
Will return a StelQGLTextureBackend in Uninitialized state - if not lazy loading, caller must start loading themselves.
Construct a StelQGLTextureBackend from an image.
Construct a StelQGLTextureBackend from a PVR (compressed texture on some mobile platforms) file.
This includes loading the texture from file, which might fail if the file does not exist, creating a texture with Error status.
Construct a StelQGLTextureBackend from a framebuffer object.
This will simply wrap a texture of a framebuffer object in a StelQGLTextureBackend and return it. The texture itself will still be owned by the framebuffer object, and destroyed with the framebuffer objects, not with the StelQGLTextureBackend.
Construct a texture from raw data.
Used to create textures from data Qt does not support, e.g. floating point textures.
Construct a StelQGLTextureBackend from the viewport.
Used to get a texture of the viewport. The returned texture will be power-of-two containing the image data in area matching viewport size.
Start asynchrounously loading the texture in a separate thread.
Can only be called on a StelQGLTextureBackend returned by constructAsynchronous.
Changes status from Uninitialized to Loading.