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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleDDS</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td>Functions and Procedures</td><td><a class="section" href="#PasDoc-Types">Types</a></td><td><a class="section" href="#PasDoc-Constants">Constants</a></td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
DDS image file format handling (<a class="normal" href="CastleDDS.TDDSImage.html">TDDSImage</a>).</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li>Classes</li><li><a href="CastleImages.html">CastleImages</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
<table class="classestable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
</tr>
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<td class="itemname">Class <a class="bold" href="CastleDDS.EInvalidDDS.html"><code>EInvalidDDS</code></a></td>
<td class="itemdesc"> </td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleDDS.TDDSImage.html"><code>TDDSImage</code></a></td>
<td class="itemdesc">DDS image file.</td>
</tr>
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<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
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<td class="itemcode"><code><b><a href="CastleDDS.html#TDDSType">TDDSType</a></b> = (...);</code></td>
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<td class="itemcode"><code><b><a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a></b> = (...);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleDDS.html#TDDSCubeMapSides">TDDSCubeMapSides</a></b> = set of <a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a>;</code></td>
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<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
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<td class="itemcode"><code><b><a href="CastleDDS.html#AllDDSCubeMapSides">AllDDSCubeMapSides</a></b> = [Low(<a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a>) .. High(<a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a>)];</code></td>
</tr>
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<td class="itemcode"><code><b><a href="CastleDDS.html#DDSTypeToString">DDSTypeToString</a></b>: array [<a href="CastleDDS.html#TDDSType">TDDSType</a>] of string =
( 'Texture', 'CubeMap', 'Volume' );</code></td>
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</table>
<h2 class="description">Description</h2>
<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TDDSType"></a><code><b>TDDSType</b> = (...);</code></td>
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<p>
Type of data in DDS image file. This doesn't take into account mipmaps (they are orthogonal to types here).</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
dtTexture: </li>
<li>
dtCubeMap: </li>
<li>
dtVolume: </li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TDDSCubeMapSide"></a><code><b>TDDSCubeMapSide</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
DDS cube map sides.
<p>Note that if you work in right-handed coordinate system (like OpenGL, see <a href="http://opengl.org/registry/specs/ARB/texture_cube_map.txt">http://opengl.org/registry/specs/ARB/texture_cube_map.txt</a>) then you should swap the meaning of positive/negative y faces. That's because cube map sides are named and written in DDS file in a way natural for DirectX, and DirectX has left-handed coordinate system, which means that one axis seems reverted when you want OpenGL right-handed coord system. See [<a href="http://castle-engine.sourceforge.net/x3d_implementation_status.php#section_dds">http://castle-engine.sourceforge.net/x3d_implementation_status.php#section_dds</a>] for more.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
dcsPositiveX: </li>
<li>
dcsNegativeX: </li>
<li>
dcsPositiveY: </li>
<li>
dcsNegativeY: </li>
<li>
dcsPositiveZ: </li>
<li>
dcsNegativeZ: </li>
</ul>
</td></tr>
</table>
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<tr class="list">
<td class="itemcode"><a name="TDDSCubeMapSides"></a><code><b>TDDSCubeMapSides</b> = set of <a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a>;</code></td>
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<tr><td colspan="1">
</td></tr>
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<h3 class="detail">Constants</h3>
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<td class="itemcode"><a name="AllDDSCubeMapSides"></a><code><b>AllDDSCubeMapSides</b> = [Low(<a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a>) .. High(<a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a>)];</code></td>
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</td></tr>
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<td class="itemcode"><a name="DDSTypeToString"></a><code><b>DDSTypeToString</b>: array [<a href="CastleDDS.html#TDDSType">TDDSType</a>] of string =
( 'Texture', 'CubeMap', 'Volume' );</code></td>
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