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ADDED: UpdateTextureRec()
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@@ -528,7 +528,7 @@ RLAPI Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get wor
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RLAPI unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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RLAPI unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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RLAPI unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
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RLAPI void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
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RLAPI void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
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RLAPI void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats
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RLAPI void rlUnloadTexture(unsigned int id); // Unload texture from GPU memory
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@@ -2144,7 +2144,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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// Update already loaded texture in GPU with new data
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// NOTE: We don't know safely if internal texture format is the expected one...
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
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void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data)
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{
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glBindTexture(GL_TEXTURE_2D, id);
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@@ -2153,7 +2153,7 @@ void rlUpdateTexture(unsigned int id, int width, int height, int format, const v
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if ((glInternalFormat != -1) && (format < COMPRESSED_DXT1_RGB))
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{
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, glFormat, glType, (unsigned char *)data);
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glTexSubImage2D(GL_TEXTURE_2D, 0, offsetY, offsetY, width, height, glFormat, glType, (unsigned char *)data);
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}
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else TRACELOG(LOG_WARNING, "TEXTURE: [ID %i] Failed to update for current texture format (%i)", id, format);
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}
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