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Linux 3D
interactive ray-tracing
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Index

 E3d2DTexture_Print
 E3d2DTexture_New
 E3d2DTexture_CopyContents
 E3d2DTexture_Copy
 E3d2DTexture_IsAnimated

E3d2DTexture_Print

Print out the attributes of a 2DTexture

Syntax
void E3d2DTexture_Print(E3d2DTexture* PTexture, const int PIndent)

Argument
PTexture The E3d2DTexture to dump out PIndent Indent each line by this many spaces
Description
Prints the attributes of the given 2DTexture to the standard output.

Return value
None.

E3d2DTexture_New

Allocate a 2DTexture

Syntax
E3d2DTexture* E3d2DTexture_New(void)

Arguments
None.

Description
Allocates and initializes an E3d2DTexture.

Return value
Pointer to the new E3d2DTexture, or NULL in case of an error.

See also
E_Delete

E3d2DTexture_CopyContents

Copy the contents of a 2DTexture to an existing 2DTexture

Syntax
void E3d2DTexture_CopyContents(const E3d2DTexture* PSrcTexture, E3d2DTexture* PDstTexture, const EBool PCopyCaches)

Arguments
PSrcTexture The source Texture PDstTexture The destination Texture PCopyCaches Copy potentially large caches
Description
opy the contents of a 2DTexture to an existing 2DTexture.
If PCopyCaches is TRUE, this function will copy internal buffers of PSrcTexture. This may use a lot of memory and it may not be necessary if you are just copying a Texture to change it later, as these buffers will have to be re-generated anyway when you modify the Texture. It may, hovever save a lot of computation, if a Texture is just cloned for safety, for example when a renderer is started. In that case, this copying allows the user to safely modify the Scene while the renderer is running (it's multi-threaded and EQX remains interactive while rendering).

Return value
Pointer to the new Texture, or NULL in case of an error.

See also
E3d2DTexture_New, E_Delete

E3d2DTexture_Copy

Clone a 2DTexture

Syntax
E3d2DTexture* E3d2DTexture_Copy(const E3d2DTexture* PTexture, const EBool PCopyCaches, E3d2DTexture** PTextures, const EIndex PNTextures)

Arguments
PTexture The Texture to clone PTextures List of Textures to check to find a unique name PNTextures Number of entries in the Textures array PCopyCaches Copy potentially large caches
Description
Creates a duplicate (clone) of the given Texture.
If the PNTextures argument is not 0, this function will make sure that the name of the new Texture will be unique among the Textures in the PTextures array.
For example: if the name of LTexture is "Iron" and the PTextures array already has a Texture called "Iron", the clone will be called "Iron-1". If PCopyCaches is TRUE, this function will copy internal buffers of the Texture. This may use a lot of memory and it may not be necessary if you are just copying a Texture to change it later, as these buffers will have to be re-generated anyway when you modify the Texture. It may, hovever save a lot of computation, if a Texture is just cloned for safety, for example when a renderer is started. In that case, this copying allows the user to safely modify the Scene while the renderer is running (it's multi-threaded and EQX remains interactive while rendering).

Return value
Pointer to the new Texture, or NULL in case of an error.

See also
E3d2DTexture_New, E_Delete

E3d2DTexture_IsAnimated

Check whether a texture is animated, or static

Syntax
EBool E3d2DTexture_IsAnimated(E3d2DTexture* PTexture)

Argument
PTexture Pointer to the Texture
Description
Returns TRUE, if the given Texture is animated. This can mean using a numbered sequence of image files, such as image0000.jpg, image0001.jpg etc. This is specified by the user, as a printf-like format string in the file name, such as image%04.jpg Textures can also use a movie file, such as .mkv

Return value
TRUE, if the given Texture is animated, otherwise, FALSE.
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