-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetCustomNameW"></a><code>procedure <b>SetCustomNameW</b>(const aValue: WideString);</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-set a new value for fCustomNameW</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetFreeDataOnDestroy"></a><code>procedure <b>SetFreeDataOnDestroy</b>(const aValue: Boolean);</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-set new value for fFreeDataOnDestroy</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetDeleteTextureOnFree"></a><code>procedure <b>SetDeleteTextureOnFree</b>(const aValue: Boolean);</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-set new value for fDeleteTextureOnFree</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></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="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetFreeDataAfterGenTexture"></a><code>procedure <b>SetFreeDataAfterGenTexture</b>(const aValue: Boolean);</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-set new value for fFreeDataAfterGenTexture</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetID"></a><code>procedure <b>SetID</b>(const aValue: Cardinal);</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-set name of OpenGL texture object</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetMipMap"></a><code>procedure <b>SetMipMap</b>(const aValue: <a href="glBitmap.html#TglBitmapMipMap">TglBitmapMipMap</a>);</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-set new value for fMipMap</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetTarget"></a><code>procedure <b>SetTarget</b>(const aValue: Cardinal);</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-set new value for target</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetAnisotropic"></a><code>procedure <b>SetAnisotropic</b>(const aValue: Integer);</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-set new value for fAnisotrophic</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="CreateID"></a><code>procedure <b>CreateID</b>;</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-create OpenGL texture object (delete exisiting object if exists)</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetupParameters"></a><code>procedure <b>SetupParameters</b>();</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-setup texture parameters</p>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="SetDataPointer"></a><code>procedure <b>SetDataPointer</b>(var 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 (be carefull, aData could be freed by this function)</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="protected.gif" alt="Protected" title="Protected"></a></td>
-<td class="itemcode"><a name="GenTexture"></a><code>procedure <b>GenTexture</b>(const aTestTextureSize: Boolean = true); virtual; abstract;</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-generate texture (upload texture data to video card) </p>
-<h6 class="description_section">Parameters</h6>
-<dl class="parameters">
-<dt>aTestTextureSize</dt>
-<dd>test texture size before uploading and raise exception if something is wrong</dd>
-</dl>
-</td></tr>
-</table>
-<table class="detail wide_list">
-<tr class="list">
-<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></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="protected.gif" alt="Protected" title="Protected"></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="AfterConstruction"></a><code>procedure <b>AfterConstruction</b>; override;</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-this method is called after the constructor and sets the default values 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="BeforeDestruction"></a><code>procedure <b>BeforeDestruction</b>; override;</code></td>
-</tr>
-<tr><td colspan="2">
-<p>
-this method is called before the destructor and does some cleanup</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="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="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.TglBitmap.html">TglBitmap</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="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>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="AddAlphaFromGlBitmap"></a><code>function <b>AddAlphaFromGlBitmap</b>(const aBitmap: <a href="glBitmap.TglBitmap.html">TglBitmap</a>; 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 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>