engineer-thesis-WUT/Engine/engine/textures.hpp

12 lines
1.0 KiB
C++

#ifndef TEXTURES_HPP
#define TEXTURES_HPP
#include <glad/glad.h>
#include <GLFW/glfw3.h>
void setTextureParametersINT(const GLenum textureTarget = GL_TEXTURE_2D, const GLint sCoordinateOption = GL_REPEAT, const GLint tCoordinateOption = GL_REPEAT, const GLint rCoordinateOption = GL_REPEAT, const float* borderColor = NULL);
void setTextureSCoordinate(const GLenum textureTarget = GL_TEXTURE_2D, const GLint sCoordinateOption = GL_REPEAT, const float* borderColor = NULL);
void setTextureTCoordinate(const GLenum textureTarget = GL_TEXTURE_2D, const GLint tCoordinateOption = GL_REPEAT, const float* borderColor = NULL);
void setTextureRCoordinate(const GLenum textureTarget = GL_TEXTURE_3D, const GLint rCoordinateOption = GL_REPEAT, const float* borderColor = NULL);
void setTextureFilteringAndMipMap(const GLenum textureTarget = GL_TEXTURE_2D, const GLenum filterType = GL_TEXTURE_MAG_FILTER, const GLint textureFilteringMethod = GL_NEAREST, const GLint mipMapFilteringMethod = GL_NEAREST_MIPMAP_NEAREST);
#endif // TEXTURES_HPP