Mondschein Engine
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src
core
texture.h
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#ifndef TEXTURE_H_INCLUDED
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#define TEXTURE_H_INCLUDED
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/* Mondschein Engine is a fast, powerful, and easy-to-use 3D realtime rendering engine.
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*
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* Copyright (C) 2009-2013 by Andreas Amereller
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* E-Mail: andreas.amereller.dev@googlemail.com
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 3 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "
types.h
"
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#include "
core/scenenode.h
"
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namespace
mondschein
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{
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namespace
scene
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{
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class
Texture
:
virtual
public
Scenenode
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{
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private
:
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texture_attribs_t
texture;
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public
:
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explicit
Texture
();
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explicit
Texture
(
const
std::string& _id,
const
texture_attribs_t
&_t);
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explicit
Texture
(Texture_c _t);
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virtual
~
Texture
();
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virtual
Texture
&operator=(Texture_c _t);
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virtual
void
set_texture_attribs
(
const
texture_attribs_t
&_t);
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virtual
texture_attribs_t
get_texture_attribs
()
const
;
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};
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}
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}
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#endif // TEXTURE_H_INCLUDED
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1.8.3.1