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<title>Castle Game Engine: CastleTextureImages</title>
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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 CastleTextureImages</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><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td>Types</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>
Handling of images for textures. This unit is not OpenGL-specific, it should be suitable for all 3D libraries. See CastleGLImage for OpenGL-specific handling of textures and other images.
<p>Texture is any <a class="normal" href="CastleImages.TEncodedImage.html">TEncodedImage</a> instance. This includes not only a traditional 2D/3D matrix of pixels represented as <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a>, but also a texture compressed for GPU (<a class="normal" href="CastleImages.TGPUCompressedImage.html">TGPUCompressedImage</a>). Moreover, a texture may have mipmaps defined — they are stored inside <a class="normal" href="CastleDDS.TDDSImage.html">TDDSImage</a> instance (that contains a list of <a class="normal" href="CastleImages.TEncodedImage.html">TEncodedImage</a>).
<p>Since not everything can really deal with such flexible definition of a texture, we decided to separate some routines specifically for textures. For example, you have <a class="normal" href="CastleTextureImages.html#LoadTextureImage">LoadTextureImage</a> to load full texture information — contrast this with <a class="normal" href="CastleImages.html#LoadImage">LoadImage</a> routine in <a class="normal" href="CastleImages.html">CastleImages</a> unit, that only returns <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> (a "normal" way to deal with image data).</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li><a href="CastleImages.html">CastleImages</a></li><li><a href="CastleDDS.html">CastleDDS</a></li><li><a href="CastleUtils.html">CastleUtils</a></li><li>FGL</li><li><a href="CastleVideos.html">CastleVideos</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
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<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
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<td class="itemname">Class <a class="bold" href="CastleTextureImages.TTexturesVideosCache.html"><code>TTexturesVideosCache</code></a></td>
<td class="itemdesc">A cache of loaded images for textures.</td>
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<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
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<td class="itemcode"><code>function <b><a href="CastleTextureImages.html#LoadTextureImage">LoadTextureImage</a></b>(const URL: string; out DDS: <a href="CastleDDS.TDDSImage.html">TDDSImage</a>): <a href="CastleImages.TEncodedImage.html">TEncodedImage</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleTextureImages.html#LoadTextureImage">LoadTextureImage</a></b>(const URL: string): <a href="CastleImages.TEncodedImage.html">TEncodedImage</a>; overload;</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="CastleTextureImages.html#TextureImageClasses">TextureImageClasses</a></b>: array [0..3] of <a href="CastleImages.html#TEncodedImageClass">TEncodedImageClass</a> = (
<a href="CastleImages.TRGBImage.html">TRGBImage</a>,
<a href="CastleImages.TRGBAlphaImage.html">TRGBAlphaImage</a>,
<a href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a>,
<a href="CastleImages.TGrayscaleAlphaImage.html">TGrayscaleAlphaImage</a>);</code></td>
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<td class="itemcode"><code><b><a href="CastleTextureImages.html#TextureImageClassesAll">TextureImageClassesAll</a></b>: array [0..5] of <a href="CastleImages.html#TEncodedImageClass">TEncodedImageClass</a> = (
<a href="CastleImages.TRGBImage.html">TRGBImage</a>,
<a href="CastleImages.TRGBAlphaImage.html">TRGBAlphaImage</a>,
<a href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a>,
<a href="CastleImages.TGrayscaleAlphaImage.html">TGrayscaleAlphaImage</a>,
<a href="CastleImages.TGPUCompressedImage.html">TGPUCompressedImage</a>,
<a href="CastleImages.TRGBFloatImage.html">TRGBFloatImage</a>);</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="LoadTextureImage"></a><code>function <b>LoadTextureImage</b>(const URL: string; out DDS: <a href="CastleDDS.TDDSImage.html">TDDSImage</a>): <a href="CastleImages.TEncodedImage.html">TEncodedImage</a>; overload;</code></td>
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<p>
Load image suitable for a texture. This will load image to memory formats supported by common 3D libraries (like OpenGL), for example it will never return <a class="normal" href="CastleImages.TRGBFloatImage.html">TRGBFloatImage</a> (although OpenGL may support it, but we cannot be sure at this point). It may return texture compressed using one of the GPU compression algorithms (see <a class="normal" href="CastleImages.html#TGPUCompression">TGPUCompression</a>).
<p>If the image comes from a DDS file, it will also return it (if not, DDS returned will be <code>Nil</code>). This allows you to e.g. use texture mipmaps recorded there. Note that DDS.OwnsFirstImage is set to <code>False</code>, so you can always safely free everything by simple <code>FreeAndNil(Image); FreeAndNil(DDS);</code>.
<p>Overloaded version without DDS parameter assumes you're not interested in this information (still it handles DDS files of course, it just doesn't return DDS object instance).
<p></p>
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<td class="itemcode"><a name="LoadTextureImage"></a><code>function <b>LoadTextureImage</b>(const URL: string): <a href="CastleImages.TEncodedImage.html">TEncodedImage</a>; overload;</code></td>
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<h3 class="detail">Constants</h3>
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<td class="itemcode"><a name="TextureImageClasses"></a><code><b>TextureImageClasses</b>: array [0..3] of <a href="CastleImages.html#TEncodedImageClass">TEncodedImageClass</a> = (
<a href="CastleImages.TRGBImage.html">TRGBImage</a>,
<a href="CastleImages.TRGBAlphaImage.html">TRGBAlphaImage</a>,
<a href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a>,
<a href="CastleImages.TGrayscaleAlphaImage.html">TGrayscaleAlphaImage</a>);</code></td>
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<p>
Image classes that are handled by absolutely all OpenGL versions.</p>
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<td class="itemcode"><a name="TextureImageClassesAll"></a><code><b>TextureImageClassesAll</b>: array [0..5] of <a href="CastleImages.html#TEncodedImageClass">TEncodedImageClass</a> = (
<a href="CastleImages.TRGBImage.html">TRGBImage</a>,
<a href="CastleImages.TRGBAlphaImage.html">TRGBAlphaImage</a>,
<a href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a>,
<a href="CastleImages.TGrayscaleAlphaImage.html">TGrayscaleAlphaImage</a>,
<a href="CastleImages.TGPUCompressedImage.html">TGPUCompressedImage</a>,
<a href="CastleImages.TRGBFloatImage.html">TRGBFloatImage</a>);</code></td>
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<p>
All image classes that may be handled by OpenGL. Some of them may require specific OpenGL extensions or versions (like GPU-compressed or float textures).</p>
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