* split TglBitmap into TglBitmap and TglBitmapData to be able to handle load, save...
[LazOpenGLCore.git] / doc / glBitmap.TglBitmapData.html
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
+<html>
+<head>
+<title>glBitmap: Class TglBitmapData</title>
+<meta name="generator" content="PasDoc 0.13.0">
+<meta http-equiv="content-type" content="text/html; charset=iso-8859-1">
+<link rel="StyleSheet" type="text/css" href="pasdoc.css">
+</head>
+<body>
+<table class="container"><tr><td class="navigation">
+<p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
+<a name="TglBitmapData"></a><h1 class="cio">Class TglBitmapData</h1>
+<table class="sections wide_list">
+<tr>
+<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
+<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
+<p class="unitlink">
+<a  href="glBitmap.html">glBitmap</a></p>
+<h2 class="declaration">Declaration</h2>
+<p class="declaration">
+<code>type TglBitmapData = class(TObject)</code></p>
+<h2 class="description">Description</h2>
+<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>
+<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
+<ul class="hierarchy"><li class="ancestor">TObject</li>
+<li class="thisitem">TglBitmapData</li></ul><h2 class="overview">Overview</h2>
+<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
+<table class="summary wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapData.html#fData">fData</a></b>: PByte;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapData.html#fDimension">fDimension</a></b>: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapData.html#fFormat">fFormat</a></b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapData.html#fFilename">fFilename</a></b>: String;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapData.html#fScanlines">fScanlines</a></b>:    array of PByte;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code><b><a  href="glBitmap.TglBitmapData.html#fHasScanlines">fHasScanlines</a></b>: Boolean;</code></td>
+</tr>
+</table>
+<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
+<table class="summary wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#GetFormatDescriptor">GetFormatDescriptor</a></b>: <a  href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#GetWidth">GetWidth</a></b>: Integer;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#GetHeight">GetHeight</a></b>: Integer;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#GetScanlines">GetScanlines</a></b>(const aIndex: Integer): PByte;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SetFormat">SetFormat</a></b>(const aValue: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#PrepareResType">PrepareResType</a></b>(var aResource: String; var aResType: PChar);</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#UpdateScanlines">UpdateScanlines</a></b>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#LoadPNG">LoadPNG</a></b>(const aStream: TStream): Boolean; virtual;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SavePNG">SavePNG</a></b>(const aStream: TStream); virtual;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#LoadJPEG">LoadJPEG</a></b>(const aStream: TStream): Boolean; virtual;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SaveJPEG">SaveJPEG</a></b>(const aStream: TStream); virtual;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#LoadRAW">LoadRAW</a></b>(const aStream: TStream): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SaveRAW">SaveRAW</a></b>(const aStream: TStream);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#LoadBMP">LoadBMP</a></b>(const aStream: TStream): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SaveBMP">SaveBMP</a></b>(const aStream: TStream);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#LoadTGA">LoadTGA</a></b>(const aStream: TStream): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SaveTGA">SaveTGA</a></b>(const aStream: TStream);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#LoadDDS">LoadDDS</a></b>(const aStream: TStream): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SaveDDS">SaveDDS</a></b>(const aStream: TStream);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#FlipHorz">FlipHorz</a></b>: Boolean; virtual;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#FlipVert">FlipVert</a></b>: Boolean; virtual;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#LoadFromFile">LoadFromFile</a></b>(const aFilename: String);</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#LoadFromStream">LoadFromStream</a></b>(const aStream: TStream); virtual;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#LoadFromFunc">LoadFromFunc</a></b>(const aSize: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aArgs: Pointer = nil);</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#LoadFromResource">LoadFromResource</a></b>(const aInstance: Cardinal; aResource: String; aResType: PChar = nil);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#LoadFromResourceID">LoadFromResourceID</a></b>(const aInstance: Cardinal; const aResourceID: Integer; const aResType: PChar);</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SaveToFile">SaveToFile</a></b>(const aFilename: String; const aFileType: <a  href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a>);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SaveToStream">SaveToStream</a></b>(const aStream: TStream; const aFileType: <a  href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a>); virtual;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#Convert">Convert</a></b>(const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aCreateTemp: Boolean; const aArgs: Pointer = nil): Boolean; overload;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#Convert">Convert</a></b>(const aSource: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; aCreateTemp: Boolean; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aArgs: Pointer = nil): Boolean; overload;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#ConvertTo">ConvertTo</a></b>(const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>): Boolean; virtual;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AssignToLazIntfImage">AssignToLazIntfImage</a></b>(const aImage: TLazIntfImage): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AssignFromLazIntfImage">AssignFromLazIntfImage</a></b>(const aImage: TLazIntfImage): Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AssignAlphaToLazIntfImage">AssignAlphaToLazIntfImage</a></b>(const aImage: TLazIntfImage): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromLazIntfImage">AddAlphaFromLazIntfImage</a></b>(const aImage: TLazIntfImage; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromResource">AddAlphaFromResource</a></b>(const aInstance: Cardinal; aResource: String; aResType: PChar = nil; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromResourceID">AddAlphaFromResourceID</a></b>(const aInstance: Cardinal; const aResourceID: Integer; const aResType: PChar; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromFunc">AddAlphaFromFunc</a></b>(const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aArgs: Pointer = nil): Boolean; virtual;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromFile">AddAlphaFromFile</a></b>(const aFileName: String; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromStream">AddAlphaFromStream</a></b>(const aStream: TStream; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromDataObj">AddAlphaFromDataObj</a></b>(const aDataObj: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>; aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aArgs: Pointer): Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromColorKey">AddAlphaFromColorKey</a></b>(const aRed, aGreen, aBlue: Byte; const aDeviation: Byte = 0): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromColorKeyRange">AddAlphaFromColorKeyRange</a></b>(const aRed, aGreen, aBlue: Cardinal; const aDeviation: Cardinal = 0): Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromColorKeyFloat">AddAlphaFromColorKeyFloat</a></b>(const aRed, aGreen, aBlue: Single; const aDeviation: Single = 0): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromValue">AddAlphaFromValue</a></b>(const aAlpha: Byte): Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromValueRange">AddAlphaFromValueRange</a></b>(const aAlpha: Cardinal): Boolean;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#AddAlphaFromValueFloat">AddAlphaFromValueFloat</a></b>(const aAlpha: Single): Boolean;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#RemoveAlpha">RemoveAlpha</a></b>: Boolean; virtual;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#FillWithColor">FillWithColor</a></b>(const aRed, aGreen, aBlue: Byte; const aAlpha: Byte = 255);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#FillWithColorRange">FillWithColorRange</a></b>(const aRed, aGreen, aBlue: Cardinal; const aAlpha: Cardinal = $FFFFFFFF);</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#FillWithColorFloat">FillWithColorFloat</a></b>(const aRed, aGreen, aBlue: Single; const aAlpha: Single = 1.0);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#SetData">SetData</a></b>(const aData: PByte; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aWidth: Integer = -1; const aHeight: Integer = -1); virtual;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>function <b><a  href="glBitmap.TglBitmapData.html#Clone">Clone</a></b>: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#Invert">Invert</a></b>(const aRed, aGreen, aBlue, aAlpha: Boolean);</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmapData.html#GenerateNormalMap">GenerateNormalMap</a></b>(const aFunc: <a  href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a> = nm3x3; const aScale: Single = 2; const aUseAlpha: Boolean = false);</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>constructor <b><a  href="glBitmap.TglBitmapData.html#Create">Create</a></b>; overload;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>constructor <b><a  href="glBitmap.TglBitmapData.html#Create">Create</a></b>(const aFileName: String); overload;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>constructor <b><a  href="glBitmap.TglBitmapData.html#Create">Create</a></b>(const aStream: TStream); overload;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>constructor <b><a  href="glBitmap.TglBitmapData.html#Create">Create</a></b>(const aSize: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; aData: PByte = nil); overload;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>constructor <b><a  href="glBitmap.TglBitmapData.html#Create">Create</a></b>(const aSize: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aArgs: Pointer = nil); overload;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>constructor <b><a  href="glBitmap.TglBitmapData.html#Create">Create</a></b>(const aInstance: Cardinal; const aResource: String; const aResType: PChar = nil); overload;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>constructor <b><a  href="glBitmap.TglBitmapData.html#Create">Create</a></b>(const aInstance: Cardinal; const aResourceID: Integer; const aResType: PChar); overload;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>destructor <b><a  href="glBitmap.TglBitmapData.html#Destroy">Destroy</a></b>; override;</code></td>
+</tr>
+</table>
+<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
+<table class="summary wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapData.html#Data">Data</a></b>: PByte           read <a  href="glBitmap.TglBitmapData.html#fData">fData</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapData.html#Dimension">Dimension</a></b>: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>   read <a  href="glBitmap.TglBitmapData.html#fDimension">fDimension</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapData.html#Filename">Filename</a></b>: String          read <a  href="glBitmap.TglBitmapData.html#fFilename">fFilename</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapData.html#Width">Width</a></b>: Integer         read <a  href="glBitmap.TglBitmapData.html#GetWidth">GetWidth</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapData.html#Height">Height</a></b>: Integer         read <a  href="glBitmap.TglBitmapData.html#GetHeight">GetHeight</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapData.html#Format">Format</a></b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapData.html#fFormat">fFormat</a> write <a  href="glBitmap.TglBitmapData.html#SetFormat">SetFormat</a>;</code></td>
+</tr>
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapData.html#Scanlines">Scanlines</a></b>[constaIndex:Integer]: PByte read <a  href="glBitmap.TglBitmapData.html#GetScanlines">GetScanlines</a>;</code></td>
+</tr>
+<tr class="list2">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmapData.html#FormatDescriptor">FormatDescriptor</a></b>: <a  href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a> read <a  href="glBitmap.TglBitmapData.html#GetFormatDescriptor">GetFormatDescriptor</a>;</code></td>
+</tr>
+</table>
+<h2 class="description">Description</h2>
+<h3 class="detail">Fields</h3>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fData"></a><code><b>fData</b>: PByte;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+texture data</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fDimension"></a><code><b>fDimension</b>: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+pixel size of the data</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fFormat"></a><code><b>fFormat</b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+format the texture data is stored in</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fFilename"></a><code><b>fFilename</b>: String;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+file the data was load from</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fScanlines"></a><code><b>fScanlines</b>:    array of PByte;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+pointer to begin of each line</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="fHasScanlines"></a><code><b>fHasScanlines</b>: Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+<code>True</code> if scanlines are initialized, <code>False</code> otherwise</p>
+</td></tr>
+</table>
+<h3 class="detail">Methods</h3>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetFormatDescriptor"></a><code>function <b>GetFormatDescriptor</b>: <a  href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return">the format descriptor suitable to the texture data format</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetWidth"></a><code>function <b>GetWidth</b>: Integer;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return">the width of the texture data (in pixel) or -1 if no data is set</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetHeight"></a><code>function <b>GetHeight</b>: Integer;</code></td>
+</tr>
+<tr><td colspan="2">
+&nbsp;<h6 class="description_section">Returns</h6>
+<p class="return">the height of the texture data (in pixel) or -1 if no data is set</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="GetScanlines"></a><code>function <b>GetScanlines</b>(const aIndex: Integer): PByte;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+get scanline at index aIndex </p>
+<h6 class="description_section">Returns</h6>
+<p class="return">Pointer to start of line or <code>Nil</code></p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="SetFormat"></a><code>procedure <b>SetFormat</b>(const aValue: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+set new value for the data format. only possible if new format has the same pixel size. if you want to convert the texture data, see ConvertTo function</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="PrepareResType"></a><code>procedure <b>PrepareResType</b>(var aResource: String; var aResType: PChar);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+splits a resource identifier into the resource and it's type  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aResource</dt>
+<dd>resource identifier to split and store name in</dd>
+<dt>aResType</dt>
+<dd>type of the resource</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="UpdateScanlines"></a><code>procedure <b>UpdateScanlines</b>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+updates scanlines array</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="LoadPNG"></a><code>function <b>LoadPNG</b>(const aStream: TStream): Boolean; virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+try to load a PNG from a stream  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load PNG from</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="SavePNG"></a><code>procedure <b>SavePNG</b>(const aStream: TStream); virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+save texture data as PNG to stream </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to save data to</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="LoadJPEG"></a><code>function <b>LoadJPEG</b>(const aStream: TStream): Boolean; virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+try to load a JPEG from a stream  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load JPEG from</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="SaveJPEG"></a><code>procedure <b>SaveJPEG</b>(const aStream: TStream); virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+save texture data as JPEG to stream </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to save data to</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="LoadRAW"></a><code>function <b>LoadRAW</b>(const aStream: TStream): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+try to load a RAW image from a stream  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load RAW image from</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="SaveRAW"></a><code>procedure <b>SaveRAW</b>(const aStream: TStream);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+save texture data as RAW image to stream </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to save data to</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="LoadBMP"></a><code>function <b>LoadBMP</b>(const aStream: TStream): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+try to load a BMP from a stream  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load BMP from</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="SaveBMP"></a><code>procedure <b>SaveBMP</b>(const aStream: TStream);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+save texture data as BMP to stream </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to save data to</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="LoadTGA"></a><code>function <b>LoadTGA</b>(const aStream: TStream): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+try to load a TGA from a stream  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load TGA from</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="SaveTGA"></a><code>procedure <b>SaveTGA</b>(const aStream: TStream);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+save texture data as TGA to stream </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to save data to</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="LoadDDS"></a><code>function <b>LoadDDS</b>(const aStream: TStream): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+try to load a DDS from a stream  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load DDS from</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="private.gif" alt="Private" title="Private"></a></td>
+<td class="itemcode"><a name="SaveDDS"></a><code>procedure <b>SaveDDS</b>(const aStream: TStream);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+save texture data as DDS to stream </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to save data to</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="FlipHorz"></a><code>function <b>FlipHorz</b>: Boolean; virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+flip texture horizontal </p>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> in success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="FlipVert"></a><code>function <b>FlipVert</b>: Boolean; virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+flip texture vertical </p>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> in success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(const aFilename: String);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+load a texture from a file </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFilename</dt>
+<dd>file to load texuture from</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="LoadFromStream"></a><code>procedure <b>LoadFromStream</b>(const aStream: TStream); virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+load a texture from a stream </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load texture from</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="LoadFromFunc"></a><code>procedure <b>LoadFromFunc</b>(const aSize: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aArgs: Pointer = nil);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+use a function to generate texture data    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aSize</dt>
+<dd>size of the texture</dd>
+<dt>aFunc</dt>
+<dd>callback to use for generation</dd>
+<dt>aFormat</dt>
+<dd>format of the texture data</dd>
+<dt>aArgs</dt>
+<dd>user defined paramaters (use at will)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="LoadFromResource"></a><code>procedure <b>LoadFromResource</b>(const aInstance: Cardinal; aResource: String; aResType: PChar = nil);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+load a texture from a resource   </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aInstance</dt>
+<dd>resource handle</dd>
+<dt>aResource</dt>
+<dd>resource indentifier</dd>
+<dt>aResType</dt>
+<dd>resource type (if known)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="LoadFromResourceID"></a><code>procedure <b>LoadFromResourceID</b>(const aInstance: Cardinal; const aResourceID: Integer; const aResType: PChar);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+load a texture from a resource id   </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aInstance</dt>
+<dd>resource handle</dd>
+<dt>aResource</dt>
+<dd>resource ID</dd>
+<dt>aResType</dt>
+<dd>resource type</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="SaveToFile"></a><code>procedure <b>SaveToFile</b>(const aFilename: String; const aFileType: <a  href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a>);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+save texture data to a file  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFilename</dt>
+<dd>filename to store texture in</dd>
+<dt>aFileType</dt>
+<dd>file type to store data into</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="SaveToStream"></a><code>procedure <b>SaveToStream</b>(const aStream: TStream; const aFileType: <a  href="glBitmap.html#TglBitmapFileType">TglBitmapFileType</a>); virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+save texture data to a stream  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFilename</dt>
+<dd>filename to store texture in</dd>
+<dt>aFileType</dt>
+<dd>file type to store data into</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Convert"></a><code>function <b>Convert</b>(const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aCreateTemp: Boolean; const aArgs: Pointer = nil): Boolean; overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+convert texture data using a user defined callback    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFunc</dt>
+<dd>callback to use for converting</dd>
+<dt>aCreateTemp</dt>
+<dd>create a temporary buffer to use for converting</dd>
+<dt>aArgs</dt>
+<dd>user defined paramters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if converting was successful, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Convert"></a><code>function <b>Convert</b>(const aSource: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; aCreateTemp: Boolean; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aArgs: Pointer = nil): Boolean; overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+convert texture data using a user defined callback      </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aSource</dt>
+<dd>glBitmap to read data from</dd>
+<dt>aFunc</dt>
+<dd>callback to use for converting</dd>
+<dt>aCreateTemp</dt>
+<dd>create a temporary buffer to use for converting</dd>
+<dt>aFormat</dt>
+<dd>format of the new data</dd>
+<dt>aArgs</dt>
+<dd>user defined paramters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if converting was successful, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="ConvertTo"></a><code>function <b>ConvertTo</b>(const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>): Boolean; virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+convert texture data using a specific format  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFormat</dt>
+<dd>new format of texture data</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> if converting was successful, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AssignToLazIntfImage"></a><code>function <b>AssignToLazIntfImage</b>(const aImage: TLazIntfImage): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+assign texture data to TLazIntfImage object  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aImage</dt>
+<dd>TLazIntfImage to write data to</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AssignFromLazIntfImage"></a><code>function <b>AssignFromLazIntfImage</b>(const aImage: TLazIntfImage): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+assign texture data from TLazIntfImage object  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aImage</dt>
+<dd>TLazIntfImage to read data from</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AssignAlphaToLazIntfImage"></a><code>function <b>AssignAlphaToLazIntfImage</b>(const aImage: TLazIntfImage): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+assign alpha channel data to TLazIntfImage object  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aImage</dt>
+<dd>TLazIntfImage to write data to</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromLazIntfImage"></a><code>function <b>AddAlphaFromLazIntfImage</b>(const aImage: TLazIntfImage; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+assign alpha channel data from TLazIntfImage object    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aImage</dt>
+<dd>TLazIntfImage to read data from</dd>
+<dt>aFunc</dt>
+<dd>callback to use for converting</dd>
+<dt>aArgs</dt>
+<dd>user defined parameters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromResource"></a><code>function <b>AddAlphaFromResource</b>(const aInstance: Cardinal; aResource: String; aResType: PChar = nil; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+load alpha channel data from resource      </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aInstance</dt>
+<dd>resource handle</dd>
+<dt>aResource</dt>
+<dd>resource ID</dd>
+<dt>aResType</dt>
+<dd>resource type</dd>
+<dt>aFunc</dt>
+<dd>callback to use for converting</dd>
+<dt>aArgs</dt>
+<dd>user defined parameters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromResourceID"></a><code>function <b>AddAlphaFromResourceID</b>(const aInstance: Cardinal; const aResourceID: Integer; const aResType: PChar; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+load alpha channel data from resource ID      </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aInstance</dt>
+<dd>resource handle</dd>
+<dt>aResourceID</dt>
+<dd>resource ID</dd>
+<dt>aResType</dt>
+<dd>resource type</dd>
+<dt>aFunc</dt>
+<dd>callback to use for converting</dd>
+<dt>aArgs</dt>
+<dd>user defined parameters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromFunc"></a><code>function <b>AddAlphaFromFunc</b>(const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aArgs: Pointer = nil): Boolean; virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add alpha channel data from function   </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFunc</dt>
+<dd>callback to get data from</dd>
+<dt>aArgs</dt>
+<dd>user defined parameters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromFile"></a><code>function <b>AddAlphaFromFile</b>(const aFileName: String; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add alpha channel data from file (macro for: new glBitmap, LoadFromFile, AddAlphaFromGlBitmap)    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFilename</dt>
+<dd>file to load alpha channel data from</dd>
+<dt>aFunc</dt>
+<dd>callback to use for converting</dd>
+<dt>aArgs</dt>
+<dd>SetFormat user defined parameters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromStream"></a><code>function <b>AddAlphaFromStream</b>(const aStream: TStream; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a> = nil; const aArgs: Pointer = nil): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add alpha channel data from stream (macro for: new glBitmap, LoadFromStream, AddAlphaFromGlBitmap)    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load alpha channel data from</dd>
+<dt>aFunc</dt>
+<dd>callback to use for converting</dd>
+<dt>aArgs</dt>
+<dd>user defined parameters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromDataObj"></a><code>function <b>AddAlphaFromDataObj</b>(const aDataObj: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>; aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aArgs: Pointer): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add alpha channel data from existing glBitmap object    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aBitmap</dt>
+<dd>TglBitmap to copy alpha channel data from</dd>
+<dt>aFunc</dt>
+<dd>callback to use for converting</dd>
+<dt>aArgs</dt>
+<dd>user defined parameters (use at will)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromColorKey"></a><code>function <b>AddAlphaFromColorKey</b>(const aRed, aGreen, aBlue: Byte; const aDeviation: Byte = 0): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add alpha to pixel if the pixels color is greter than the given color value     </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aRed</dt>
+<dd>red threshold (0-255)</dd>
+<dt>aGreen</dt>
+<dd>green threshold (0-255)</dd>
+<dt>aBlue</dt>
+<dd>blue threshold (0-255)</dd>
+<dt>aDeviatation</dt>
+<dd>accepted deviatation (0-255)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromColorKeyRange"></a><code>function <b>AddAlphaFromColorKeyRange</b>(const aRed, aGreen, aBlue: Cardinal; const aDeviation: Cardinal = 0): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add alpha to pixel if the pixels color is greter than the given color value     </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aRed</dt>
+<dd>red threshold (0-Range.r)</dd>
+<dt>aGreen</dt>
+<dd>green threshold (0-Range.g)</dd>
+<dt>aBlue</dt>
+<dd>blue threshold (0-Range.b)</dd>
+<dt>aDeviatation</dt>
+<dd>accepted deviatation (0-max(Range.rgb))</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromColorKeyFloat"></a><code>function <b>AddAlphaFromColorKeyFloat</b>(const aRed, aGreen, aBlue: Single; const aDeviation: Single = 0): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add alpha to pixel if the pixels color is greter than the given color value     </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aRed</dt>
+<dd>red threshold (0.0-1.0)</dd>
+<dt>aGreen</dt>
+<dd>green threshold (0.0-1.0)</dd>
+<dt>aBlue</dt>
+<dd>blue threshold (0.0-1.0)</dd>
+<dt>aDeviatation</dt>
+<dd>accepted deviatation (0.0-1.0)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromValue"></a><code>function <b>AddAlphaFromValue</b>(const aAlpha: Byte): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add a constand alpha value to all pixels  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aAlpha</dt>
+<dd>alpha value to add (0-255)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromValueRange"></a><code>function <b>AddAlphaFromValueRange</b>(const aAlpha: Cardinal): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add a constand alpha value to all pixels  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aAlpha</dt>
+<dd>alpha value to add (0-max(Range.rgb))</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="AddAlphaFromValueFloat"></a><code>function <b>AddAlphaFromValueFloat</b>(const aAlpha: Single): Boolean;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+add a constand alpha value to all pixels  </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aAlpha</dt>
+<dd>alpha value to add (0.0-1.0)</dd>
+</dl>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="RemoveAlpha"></a><code>function <b>RemoveAlpha</b>: Boolean; virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+remove alpha channel </p>
+<h6 class="description_section">Returns</h6>
+<p class="return"><code>True</code> on success, <code>False</code> otherwise</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="FillWithColor"></a><code>procedure <b>FillWithColor</b>(const aRed, aGreen, aBlue: Byte; const aAlpha: Byte = 255);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+fill complete texture with one color    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aRed</dt>
+<dd>red color for border (0-255)</dd>
+<dt>aGreen</dt>
+<dd>green color for border (0-255)</dd>
+<dt>aBlue</dt>
+<dd>blue color for border (0-255)</dd>
+<dt>aAlpha</dt>
+<dd>alpha color for border (0-255)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="FillWithColorRange"></a><code>procedure <b>FillWithColorRange</b>(const aRed, aGreen, aBlue: Cardinal; const aAlpha: Cardinal = $FFFFFFFF);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+fill complete texture with one color    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aRed</dt>
+<dd>red color for border (0-Range.r)</dd>
+<dt>aGreen</dt>
+<dd>green color for border (0-Range.g)</dd>
+<dt>aBlue</dt>
+<dd>blue color for border (0-Range.b)</dd>
+<dt>aAlpha</dt>
+<dd>alpha color for border (0-Range.a)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="FillWithColorFloat"></a><code>procedure <b>FillWithColorFloat</b>(const aRed, aGreen, aBlue: Single; const aAlpha: Single = 1.0);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+fill complete texture with one color    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aRed</dt>
+<dd>red color for border (0.0-1.0)</dd>
+<dt>aGreen</dt>
+<dd>green color for border (0.0-1.0)</dd>
+<dt>aBlue</dt>
+<dd>blue color for border (0.0-1.0)</dd>
+<dt>aAlpha</dt>
+<dd>alpha color for border (0.0-1.0)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="SetData"></a><code>procedure <b>SetData</b>(const aData: PByte; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aWidth: Integer = -1; const aHeight: Integer = -1); virtual;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+set data pointer of texture data    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aData</dt>
+<dd>pointer to new texture data</dd>
+<dt>aFormat</dt>
+<dd>format of the data stored at aData</dd>
+<dt>aWidth</dt>
+<dd>width of the texture data</dd>
+<dt>aHeight</dt>
+<dd>height of the texture data</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Clone"></a><code>function <b>Clone</b>: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+create a clone of the current object </p>
+<h6 class="description_section">Returns</h6>
+<p class="return">clone of this object</p></td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Invert"></a><code>procedure <b>Invert</b>(const aRed, aGreen, aBlue, aAlpha: Boolean);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+invert color data (bitwise not)    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aRed</dt>
+<dd>invert red channel</dd>
+<dt>aGreen</dt>
+<dd>invert green channel</dd>
+<dt>aBlue</dt>
+<dd>invert blue channel</dd>
+<dt>aAlpha</dt>
+<dd>invert alpha channel</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="GenerateNormalMap"></a><code>procedure <b>GenerateNormalMap</b>(const aFunc: <a  href="glBitmap.html#TglBitmapNormalMapFunc">TglBitmapNormalMapFunc</a> = nm3x3; const aScale: Single = 2; const aUseAlpha: Boolean = false);</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+create normal map from texture data   </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFunc</dt>
+<dd>normal map function to generate normalmap with</dd>
+<dt>aScale</dt>
+<dd>scale of the normale stored in the normal map</dd>
+<dt>aUseAlpha</dt>
+<dd>generate normalmap from alpha channel data (if present)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>; overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+constructor - creates a texutre data object</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aFileName: String); overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+constructor - creates a texture data object and loads it from a file </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aFilename</dt>
+<dd>file to load texture from</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aStream: TStream); overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+constructor - creates a texture data object and loads it from a stream </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aStream</dt>
+<dd>stream to load texture from</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aSize: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; aData: PByte = nil); overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+constructor - creates a texture data object with the given size, format and data   </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aSize</dt>
+<dd>size of the texture</dd>
+<dt>aFormat</dt>
+<dd>format of the given data</dd>
+<dt>aData</dt>
+<dd>texture data - be carefull: the data will now be managed by the texture data object</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aSize: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aFunc: <a  href="glBitmap.html#TglBitmapFunction">TglBitmapFunction</a>; const aArgs: Pointer = nil); overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+constructor - creates a texture data object with the given size and format and uses the given callback to create the data    </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aSize</dt>
+<dd>size of the texture</dd>
+<dt>aFormat</dt>
+<dd>format of the given data</dd>
+<dt>aFunc</dt>
+<dd>callback to use for generating the data</dd>
+<dt>aArgs</dt>
+<dd>user defined parameters (use at will)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aInstance: Cardinal; const aResource: String; const aResType: PChar = nil); overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+constructor - creates a texture data object and loads it from a resource   </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aInstance</dt>
+<dd>resource handle</dd>
+<dt>aResource</dt>
+<dd>resource indentifier</dd>
+<dt>aResType</dt>
+<dd>resource type (if known)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const aInstance: Cardinal; const aResourceID: Integer; const aResType: PChar); overload;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+constructor - creates a texture data object and loads it from a resource   </p>
+<h6 class="description_section">Parameters</h6>
+<dl class="parameters">
+<dt>aInstance</dt>
+<dd>resource handle</dd>
+<dt>aResourceID</dt>
+<dd>resource ID</dd>
+<dt>aResType</dt>
+<dd>resource type (if known)</dd>
+</dl>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+destructor</p>
+</td></tr>
+</table>
+<h3 class="detail">Properties</h3>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Data"></a><code>property <b>Data</b>: PByte           read <a  href="glBitmap.TglBitmapData.html#fData">fData</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+texture data (be carefull with this!)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Dimension"></a><code>property <b>Dimension</b>: <a  href="glBitmap.TglBitmapSize.html">TglBitmapSize</a>   read <a  href="glBitmap.TglBitmapData.html#fDimension">fDimension</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+size of the texture data (in pixel)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Filename"></a><code>property <b>Filename</b>: String          read <a  href="glBitmap.TglBitmapData.html#fFilename">fFilename</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+file the data was loaded from</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Width"></a><code>property <b>Width</b>: Integer         read <a  href="glBitmap.TglBitmapData.html#GetWidth">GetWidth</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+width of the texture data (in pixel)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Height"></a><code>property <b>Height</b>: Integer         read <a  href="glBitmap.TglBitmapData.html#GetHeight">GetHeight</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+height of the texture data (in pixel)</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Format"></a><code>property <b>Format</b>: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a> read <a  href="glBitmap.TglBitmapData.html#fFormat">fFormat</a> write <a  href="glBitmap.TglBitmapData.html#SetFormat">SetFormat</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+format the texture data is stored in</p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="Scanlines"></a><code>property <b>Scanlines</b>[constaIndex:Integer]: PByte read <a  href="glBitmap.TglBitmapData.html#GetScanlines">GetScanlines</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+pointer to begin of line at given index or <code>Nil</code></p>
+</td></tr>
+</table>
+<table class="detail wide_list">
+<tr class="list">
+<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
+<td class="itemcode"><a name="FormatDescriptor"></a><code>property <b>FormatDescriptor</b>: <a  href="glBitmap.TglBitmapFormatDescriptor.html">TglBitmapFormatDescriptor</a> read <a  href="glBitmap.TglBitmapData.html#GetFormatDescriptor">GetFormatDescriptor</a>;</code></td>
+</tr>
+<tr><td colspan="2">
+<p>
+descriptor object that describes the format of the stored data</p>
+</td></tr>
+</table>
+<hr noshade size="1"><span class="appinfo"><em>Generated by <a  href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2014-12-24 04:27:09</em>
+</span>
+</td></tr></table></body></html>