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12 <h1 class="allitems">All Classes, Interfaces, Objects and Records</h1>
13 <table class="itemstable wide_list">
14 <tr class="listheader">
15 <th class="itemname">Name</th>
16 <th class="itemunit">Unit</th>
17 <th class="itemdesc">Description</th>
20 <td class="itemname"><a class="bold" href="glBitmap.EglBitmap.html">EglBitmap</a></td>
21 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
22 <td class="itemdesc"><p>glBitmap exception</p></td>
25 <td class="itemname"><a class="bold" href="glBitmap.EglBitmapNonPowerOfTwo.html">EglBitmapNonPowerOfTwo</a></td>
26 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
27 <td class="itemdesc"><p>exception for non power of two textures</p></td>
30 <td class="itemname"><a class="bold" href="glBitmap.EglBitmapNotSupported.html">EglBitmapNotSupported</a></td>
31 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
32 <td class="itemdesc"><p>exception for not supported functions</p></td>
35 <td class="itemname"><a class="bold" href="glBitmap.EglBitmapSizeToLarge.html">EglBitmapSizeToLarge</a></td>
36 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
37 <td class="itemdesc"><p>exception for to large textures</p></td>
40 <td class="itemname"><a class="bold" href="glBitmap.EglBitmapUnsupportedFormat.html">EglBitmapUnsupportedFormat</a></td>
41 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
42 <td class="itemdesc"><p>exception for unsupporetd formats</p></td>
45 <td class="itemname"><a class="bold" href="glBitmap.TglBitmap.html">TglBitmap</a></td>
46 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
47 <td class="itemdesc"><p>base class for all glBitmap classes. used to manage OpenGL texture objects all operations on a bitmap object must be done from the render thread</p></td>
50 <td class="itemname"><a class="bold" href="glBitmap.TglBitmap1D.html">TglBitmap1D</a></td>
51 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
52 <td class="itemdesc"><p>wrapper class for 1-dimensional textures (OpenGL target = GL_TEXTURE_1D all operations on a bitmap object must be done from the render thread</p></td>
55 <td class="itemname"><a class="bold" href="glBitmap.TglBitmap2D.html">TglBitmap2D</a></td>
56 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
57 <td class="itemdesc"><p>wrapper class for 2-dimensional textures (OpenGL target = GL_TEXTURE_2D) all operations on a bitmap object must be done from the render thread</p></td>
60 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapCubeMap.html">TglBitmapCubeMap</a></td>
61 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
62 <td class="itemdesc"><p>wrapper class for cube maps (OpenGL target = GL_TEXTURE_CUBE_MAP) all operations on a bitmap object must be done from the render thread</p></td>
65 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapData.html">TglBitmapData</a></td>
66 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
67 <td class="itemdesc"><p>class to store texture data in. used to load, save and manipulate data before assigned to texture object all operations on a data object can be done from a background thread</p></td>
70 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a></td>
71 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
72 <td class="itemdesc"><p>describes the properties of a given texture data format</p></td>
75 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapFunctionRec.html">TglBitmapFunctionRec</a></td>
76 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
77 <td class="itemdesc"><p>structure to store data for converting in</p></td>
80 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapNormalMap.html">TglBitmapNormalMap</a></td>
81 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
82 <td class="itemdesc"><p>wrapper class for cube normal maps all operations on a bitmap object must be done from the render thread</p></td>
85 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapPixelData.html">TglBitmapPixelData</a></td>
86 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
87 <td class="itemdesc"><p>structure to store pixel data in</p></td>
90 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ub.html">TglBitmapRec4ub</a></td>
91 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
92 <td class="itemdesc"><p>record that stores 4 unsigned byte values</p></td>
95 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ui.html">TglBitmapRec4ui</a></td>
96 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
97 <td class="itemdesc"><p>record that stores 4 unsigned integer values</p></td>
100 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapRec4ul.html">TglBitmapRec4ul</a></td>
101 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
102 <td class="itemdesc"><p>record that stores 4 unsigned long integer values</p></td>
105 <td class="itemname"><a class="bold" href="glBitmap.TglBitmapSize.html">TglBitmapSize</a></td>
106 <td class="itemunit"><a class="bold" href="glBitmap.html">glBitmap</a></td>
107 <td class="itemdesc"><p> </p></td>
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