Unit CastleDDS

DescriptionUsesClasses, Interfaces, Objects and RecordsFunctions and ProceduresTypesConstantsVariables

Description

DDS image file format handling (TDDSImage).

Uses

Overview

Classes, Interfaces, Objects and Records

Name Description
Class EInvalidDDS  
Class TDDSImage DDS image file.

Types

TDDSType = (...);
TDDSCubeMapSide = (...);
TDDSCubeMapSides = set of TDDSCubeMapSide;

Constants

AllDDSCubeMapSides = [Low(TDDSCubeMapSide) .. High(TDDSCubeMapSide)];
DDSTypeToString: array [TDDSType] of string = ( 'Texture', 'CubeMap', 'Volume' );

Description

Types

TDDSType = (...);

Type of data in DDS image file. This doesn't take into account mipmaps (they are orthogonal to types here).

Values
  • dtTexture:  
  • dtCubeMap:  
  • dtVolume:  
TDDSCubeMapSide = (...);

DDS cube map sides.

Note that if you work in right-handed coordinate system (like OpenGL, see http://opengl.org/registry/specs/ARB/texture_cube_map.txt) then you should swap the meaning of positive/negative y faces. That's because cube map sides are named and written in DDS file in a way natural for DirectX, and DirectX has left-handed coordinate system, which means that one axis seems reverted when you want OpenGL right-handed coord system. See [http://castle-engine.sourceforge.net/x3d_implementation_status.php#section_dds] for more.

Values
  • dcsPositiveX:  
  • dcsNegativeX:  
  • dcsPositiveY:  
  • dcsNegativeY:  
  • dcsPositiveZ:  
  • dcsNegativeZ:  
TDDSCubeMapSides = set of TDDSCubeMapSide;
 

Constants

AllDDSCubeMapSides = [Low(TDDSCubeMapSide) .. High(TDDSCubeMapSide)];
 
DDSTypeToString: array [TDDSType] of string = ( 'Texture', 'CubeMap', 'Volume' );
 

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