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Making Texture data setting functions public.

vectorfields
Vladimír Vondruš 15 years ago
parent
commit
a0fc06bf94
  1. 1
      src/CubeMapTexture.h
  2. 4
      src/Texture.h

1
src/CubeMapTexture.h

@ -54,7 +54,6 @@ class CubeMapTexture: public Texture2D {
*/
inline CubeMapTexture(GLint layer = 0): Texture2D(layer, GL_TEXTURE_CUBE_MAP) {}
protected:
/** @brief Deleted. Use @ref setDataPositiveX(GLint, InternalFormat, const Math::Vector<GLsizei, Dimensions>&, ColorFormat, const T*) "setDataPositiveX()" and others instead. */
template<class T> inline void setData(GLint mipLevel, InternalFormat internalFormat, const Math::Vector<GLsizei, Dimensions>& _dimensions, ColorFormat colorFormat, const T* data) = delete;

4
src/Texture.h

@ -26,8 +26,7 @@ namespace Magnum {
/**
@brief %Texture
Template class for one- to three-dimensional textures. Recommended usage is via
subclassing and setting texture data from e.g. constructor with setData().
Template class for one- to three-dimensional textures.
@attention Don't forget to call setMinificationFilter() and
setMagnificationFilter() after creating the texture, otherwise it will be
@ -75,7 +74,6 @@ template<size_t dimensions> class Texture: public AbstractTexture {
*/
void setWrapping(const Math::Vector<Wrapping, dimensions>& wrapping);
protected:
/**
* @brief Set texture data
* @param mipLevel Mip level

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