Wrapper for texture data.
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#include <TextureAsset.h>
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| | Texture (bool initEcsData=false) |
| | ~Texture () override=default |
| void | setImage (tinygltf::Image &&image) |
| | sets the image data to an image. The image data will be moved into this asset
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| void | unload () override |
| | unloads all data of this asset
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| void | updateLoadingState () override |
| | updates the loading state according to all components required by this asset
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| | AssetBase (bool initializeDefaultEntity=false) |
| virtual | ~AssetBase () |
| CpuLoadingState | getLoadingState () |
| | Gets the loading state of this asset.
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| void | requestLoad () |
| | If this asset is in the UNLOADED state it will get added to the assets to load.
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| entt::entity | getEntity () const |
| | Getter for data.
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Wrapper for texture data.
Definition at line 16 of file TextureAsset.h.
◆ Texture()
| Engine::Assets::Texture::Texture |
( |
bool | initEcsData = false | ) |
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explicit |
◆ ~Texture()
| Engine::Assets::Texture::~Texture |
( |
| ) |
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overridedefault |
◆ setImage()
| void Engine::Assets::Texture::setImage |
( |
tinygltf::Image && | image | ) |
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sets the image data to an image. The image data will be moved into this asset
- Parameters
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◆ unload()
| void Engine::Assets::Texture::unload |
( |
| ) |
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overridevirtual |
◆ updateLoadingState()
| void Engine::Assets::Texture::updateLoadingState |
( |
| ) |
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overridevirtual |
updates the loading state according to all components required by this asset
Reimplemented from Asset::AssetBase.
The documentation for this class was generated from the following file:
- /home/magerbeton/Documents/gl3-vulkan/Engine/include/Engine/Texture/TextureAsset.h