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A royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.

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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengles;

/**
 * Native bindings to the EXT_texture_compression_dxt1 extension.
 * 
 * 

Support of EXT_texture_compression_s3tc is attractive for OpenGL-ES implementations because it provides compressed textures that allow for * significantly reduced texture storage. Reducing texture storage is advantageous because of the smaller memory capacity of many embedded systems * compared to desktop systems. Smaller textures also provide a welcome performance advantage since embedded platforms typically provide less performance * than desktop systems. S3TC compressed textures are widely supported and used by applications. The DXT1 format is used in the vast majority of cases in * which S3TC compressed textures are used.

* *

However, EXT_texture_compression_s3tc specifies functionality that is burdensome for an OpenGL-ES implementation. In particular it requires that the * driver provide the capability to compress textures into S3TC texture formats, as an S3TC texture format is accepted as the {@code internalformat} * parameter of TexImage2D and CopyTexImage2D. Further, EXT_texture_compression_s3tc may require conversion from one S3TC format to another during * CompressedTexSubImage2D if the {@code format} parameter does not match the of the texture image previously created by TexImage2D.

* *

In an OpenGL-ES implementation it is therefore advantageous to support a limited subset of EXT_texture_compression_s3tc: Restrict supported texture * formats to DXT1 and restrict supported operations to those that do not require texture compression into an S3TC texture format or decompression from an * S3TC texture format.

*/ public final class EXTTextureCompressionDXT1 { /** Accepted by the {@code internalformat} parameter of CompressedTexImage2D and the {@code format} parameter of CompressedTexSubImage2D. */ public static final int GL_COMPRESSED_RGB_S3TC_DXT1_EXT = 0x83F0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT = 0x83F1; private EXTTextureCompressionDXT1() {} }




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