* some small OpenGLES fixes
[glBitmap.git] / doc / glBitmap.TglBitmap2D.html
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4 <title>glBitmap: Class TglBitmap2D</title>
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12 <a name="TglBitmap2D"></a><h1 class="cio">Class TglBitmap2D</h1>
13 <table class="sections wide_list">
14 <tr>
15 <td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
16 <a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
17 <p class="unitlink">
18 <a  href="glBitmap.html">glBitmap</a></p>
19 <h2 class="declaration">Declaration</h2>
20 <p class="declaration">
21 <code>type TglBitmap2D = class(<a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a>)</code></p>
22 <h2 class="description">Description</h2>
23 <p>
24 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>
25 <a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
26 <ul class="hierarchy"><li class="ancestor">TObject</li>
27 <li class="ancestor"><a class="normal" href="glBitmap.TglBitmap.html">TglBitmap</a></li>
28 <li class="thisitem">TglBitmap2D</li></ul><h2 class="overview">Overview</h2>
29 <a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
30 <table class="summary wide_list">
31 <tr class="list">
32 <td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
33 <td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmap2D.html#UploadDataIntern">UploadDataIntern</a></b>(const aDataObj: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aTarget: GLenum );</code></td>
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35 <tr class="list2">
36 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
37 <td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmap2D.html#AfterConstruction">AfterConstruction</a></b>; override;</code></td>
38 </tr>
39 <tr class="list">
40 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
41 <td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmap2D.html#GrabScreen">GrabScreen</a></b>(const aTop, aLeft, aRight, aBottom: Integer; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aDataObj: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>);</code></td>
42 </tr>
43 <tr class="list2">
44 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
45 <td class="itemcode"><code>procedure <b><a  href="glBitmap.TglBitmap2D.html#UploadData">UploadData</a></b>(const aDataObj: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
46 </tr>
47 </table>
48 <a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
49 <table class="summary wide_list">
50 <tr class="list">
51 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
52 <td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmap2D.html#Width">Width</a></b>;</code></td>
53 </tr>
54 <tr class="list2">
55 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
56 <td class="itemcode"><code>property <b><a  href="glBitmap.TglBitmap2D.html#Height">Height</a></b>;</code></td>
57 </tr>
58 </table>
59 <h2 class="description">Description</h2>
60 <h3 class="detail">Methods</h3>
61 <table class="detail wide_list">
62 <tr class="list">
63 <td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
64 <td class="itemcode"><a name="UploadDataIntern"></a><code>procedure <b>UploadDataIntern</b>(const aDataObj: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aTarget: GLenum );</code></td>
65 </tr>
66 <tr><td colspan="2">
67 <p>
68 upload the texture data to video card   </p>
69 <h6 class="description_section">Parameters</h6>
70 <dl class="parameters">
71 <dt>aDataObj</dt>
72 <dd>texture data object that contains the actual data</dd>
73 <dt>aTarget</dt>
74 <dd>target o upload data to (e.g. GL_TEXTURE_2D)</dd>
75 <dt>aBuildWithGlu</dt>
76 <dd>use glu functions to build mipmaps</dd>
77 </dl>
78 </td></tr>
79 </table>
80 <table class="detail wide_list">
81 <tr class="list">
82 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
83 <td class="itemcode"><a name="AfterConstruction"></a><code>procedure <b>AfterConstruction</b>; override;</code></td>
84 </tr>
85 <tr><td colspan="2">
86 <p>
87 this method is called after constructor and initializes the object</p>
88 </td></tr>
89 </table>
90 <table class="detail wide_list">
91 <tr class="list">
92 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
93 <td class="itemcode"><a name="GrabScreen"></a><code>procedure <b>GrabScreen</b>(const aTop, aLeft, aRight, aBottom: Integer; const aFormat: <a  href="glBitmap.html#TglBitmapFormat">TglBitmapFormat</a>; const aDataObj: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>);</code></td>
94 </tr>
95 <tr><td colspan="2">
96 <p>
97 copy a part of the frame buffer to the texture      </p>
98 <h6 class="description_section">Parameters</h6>
99 <dl class="parameters">
100 <dt>aTop</dt>
101 <dd>topmost pixel to copy</dd>
102 <dt>aLeft</dt>
103 <dd>leftmost pixel to copy</dd>
104 <dt>aRight</dt>
105 <dd>rightmost pixel to copy</dd>
106 <dt>aBottom</dt>
107 <dd>bottommost pixel to copy</dd>
108 <dt>aFormat</dt>
109 <dd>format to store data in</dd>
110 <dt>aDataObj</dt>
111 <dd>texture data object to store the data in</dd>
112 </dl>
113 </td></tr>
114 </table>
115 <table class="detail wide_list">
116 <tr class="list">
117 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
118 <td class="itemcode"><a name="UploadData"></a><code>procedure <b>UploadData</b>(const aDataObj: <a  href="glBitmap.TglBitmapData.html">TglBitmapData</a>; const aCheckSize: Boolean = true); override;</code></td>
119 </tr>
120 <tr><td colspan="2">
121 <p>
122 upload texture data from given data object to video card  </p>
123 <h6 class="description_section">Parameters</h6>
124 <dl class="parameters">
125 <dt>aData</dt>
126 <dd>texture data object that contains the actual data</dd>
127 <dt>aCheckSize</dt>
128 <dd>check size before upload and throw exception if something is wrong</dd>
129 </dl>
130 </td></tr>
131 </table>
132 <h3 class="detail">Properties</h3>
133 <table class="detail wide_list">
134 <tr class="list">
135 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
136 <td class="itemcode"><a name="Width"></a><code>property <b>Width</b>;</code></td>
137 </tr>
138 <tr><td colspan="2">
139 <p>
140 actual width of the texture</p>
141 </td></tr>
142 </table>
143 <table class="detail wide_list">
144 <tr class="list">
145 <td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
146 <td class="itemcode"><a name="Height"></a><code>property <b>Height</b>;</code></td>
147 </tr>
148 <tr><td colspan="2">
149 <p>
150 actual height of the texture</p>
151 </td></tr>
152 </table>
153 <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>
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