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Android/Desktop/iOS/HTML5 game development framework
package com.badlogic.gdx.graphics;
import com.badlogic.gdx.graphics.glutils.KTXTextureData;
/** Used by a {@link Cubemap} to load the pixel data. The Cubemap will request the CubemapData to prepare itself through
* {@link #prepare()} and upload its data using {@link #consumeCubemapData()}. These are the first methods to be called by
* Cubemap. After that the Cubemap will invoke the other methods to find out about the size of the image data, the format, whether
* the CubemapData is able to manage the pixel data if the OpenGL ES context is lost.
*
*
* Before a call to either {@link #consumeCubemapData()}, Cubemap will bind the OpenGL ES texture.
*
*
* Look at {@link KTXTextureData} for example implementation of this interface.
* @author Vincent Bousquet */
public interface CubemapData {
/** @return whether the TextureData is prepared or not. */
public boolean isPrepared ();
/** Prepares the TextureData for a call to {@link #consumeCubemapData()}. This method can be called from a non OpenGL thread
* and should thus not interact with OpenGL. */
public void prepare ();
/** Uploads the pixel data for the 6 faces of the cube to the OpenGL ES texture. The caller must bind an OpenGL ES texture. A
* call to {@link #prepare()} must preceed a call to this method. Any internal data structures created in {@link #prepare()}
* should be disposed of here. */
public void consumeCubemapData ();
/** @return the width of the pixel data */
public int getWidth ();
/** @return the height of the pixel data */
public int getHeight ();
/** @return whether this implementation can cope with a EGL context loss. */
public boolean isManaged ();
}