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streamtexturesaver.h
Go to the documentation of this file.
1
#pragma once
2
//------------------------------------------------------------------------------
14
#include "
resources/resourceid.h
"
15
#include "
io/uri.h
"
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#include "
io/stream.h
"
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#include "
imagefileformat.h
"
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namespace
CoreGraphics
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{
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//------------------------------------------------------------------------------
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bool
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SaveTexture
(
const
Resources::ResourceId&
id
,
const
IO::URI
& path,
IndexT
mip,
CoreGraphics::ImageFileFormat::Code
code);
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//------------------------------------------------------------------------------
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bool
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SaveTexture
(
const
Resources::ResourceId&
id
,
const
Ptr<IO::Stream>
& stream,
IndexT
mip,
CoreGraphics::ImageFileFormat::Code
code);
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}
// namespace CoreGraphics
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//------------------------------------------------------------------------------
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CoreGraphics::ImageFileFormat::Code
Code
image file formats
Definition
imagefileformat.h:24
IO::URI
An URI object can split a Uniform Resource Identifier string into its components or build a string fr...
Definition
uri.h:67
Ptr
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition
ptr.h:38
imagefileformat.h
CoreGraphics
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition
accelerationstructure.h:24
CoreGraphics::SaveTexture
bool SaveTexture(const Resources::ResourceId &id, const IO::URI &path, IndexT mip, CoreGraphics::ImageFileFormat::Code code)
Save texture to path with wanted image format, and select mip map.
resourceid.h
stream.h
IndexT
int IndexT
Definition
types.h:48
uri.h
code
render
coregraphics
streamtexturesaver.h
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. All rights reserved.