proc bind_all(textures: seq[Texture]; locations: seq[GLint]) {.
...raises: [Exception], tags: [RootEffect].}
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proc bind_it(texture: Texture; reserve_slot: static[int32] = -1;
needs_active_texture: static[bool] = false)
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proc destroy(texture: Texture) {....raises: [Exception], tags: [RootEffect].}
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proc ensure_storage(self: Texture) {....raises: [Exception], tags: [RootEffect].}
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proc generateMipmap(self: Texture) {....raises: [Exception], tags: [RootEffect].}
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proc loadCompressedData(self: Texture; data: KtxInfoParts;
refdata: seq[SliceMem[byte]]) {....gcsafe,
raises: [Exception], tags: [RootEffect].}
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proc loadCubeSideFromPixels(self: Texture; pixels: pointer; side: int32 = 0) {.
...raises: [Exception], tags: [RootEffect].}
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proc loadFromPixels[T](self: Texture; pixels: SliceMem[T]) {....gcsafe.}
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proc loadFromPixelsPointer(self: Texture; pixels: pointer) {.
...raises: [Exception], tags: [RootEffect].}
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func mipmapCount(self: Texture): int {....raises: [], tags: [].}
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func mipmapHigh(self: Texture): int {....raises: [], tags: [].}
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proc needsMipmap(self: Texture): bool {....raises: [], tags: [].}
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proc newTexture(engine: MyouEngine; name: string; data: SliceMem[byte];
is_sRGB: bool; filter: TextureFilter = Trilinear; depth = 1;
flip = true): Texture {....raises: [ValueError, Exception],
tags: [RootEffect].}
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proc newTexture(engine: MyouEngine; name: string; file_name: string;
is_sRGB: bool; filter: TextureFilter = Trilinear;
tex_type: TextureType = Tex2D; flip = true): Texture {.
...raises: [Exception, ValueError], tags: [RootEffect].}
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proc resetNextTextureSlot() {....raises: [], tags: [].}
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func samplerType(tex_type: TextureType): string {....raises: [], tags: [].}
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proc set_texture_shadow(self: Texture) {....raises: [Exception], tags: [RootEffect].}
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proc setFilter(self: Texture; filter: TextureFilter) {....raises: [Exception],
tags: [RootEffect].}
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proc setMaxTextures(count: int32) {....raises: [], tags: [].}
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proc setMipmapRange(self: Texture; first = 0; last = 1000) {....gcsafe,
raises: [Exception], tags: [RootEffect].}
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proc setTextureReservedSlots(reserved_slots_bitfield: int32) {....raises: [],
tags: [].}
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func texturesNeedBinding(): bool {.inline, ...raises: [], tags: [].}
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proc unbind(texture: Texture) {....raises: [Exception], tags: [RootEffect].}
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proc unbindAllTextures() {....raises: [Exception], tags: [RootEffect].}
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proc unset_texture_shadow(self: Texture) {....raises: [Exception],
tags: [RootEffect].}
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func vec3size(self: Texture; mip_level = -1): Vec3 {....raises: [], tags: [].}
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