Texture
Texture
This class allows you to load images and set them for access in the given Shader. It uses stb_image to load the Images and transform them into the correct format, using 4 channels (RGBA).
While creating the Texture_2D in OpenGL it uses these parameters:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
Functions
static void SetNone()
Sets the Texture used to ID 0, which disables any Texture.Texture(string path)
Creates a Texture with the given path.void Draw()
Sets the Texture used to the ID of this Texture.
Color
Colour*. It is a practical wrapper of a Vec4 which gives functionality to quickly load the value to the Color uniform in the current Shader.
Functions
Color(Vec4 color)
Gets a Vec4 and divides the XYZ/RGB values by 255.0f, and the Alpha value by 100.0f if the value is bigger than 1.0f.Color(Vec3 color)
Gets a Vec4 and divides the XYZ/RGB values by 255.0f, the Alpha value is 1.0f.Color(uint r, uint g, uint b, uint a = 100)
Constructor that receives each value, RGB is divided by 255.0f and Alpha always by 100.0f.void Draw()
Quickly loads the Value into the current Shader into the UniformColor