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51 lines
1.7 KiB
C++
51 lines
1.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_TEXTURE_BLANK_H
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#define NL_TEXTURE_BLANK_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/texture.h"
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namespace NL3D {
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/**
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* This texture does generate nothing, and it is releasable. There's no particular reason to use it,
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* unless you want to copy the frame buffer in a texture. You may use that texture so that the device memory
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* will only be allocated once, and the system memory (needed to create the texture, at least with open gl) will be released after that.
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* A texture_mem could have been used, but it doesn't release memory by itself (added : hmm, well it does since 2/2002 ...).
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*/
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class CTextureBlank : public ITexture
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{
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public:
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NLMISC_DECLARE_CLASS(CTextureBlank);
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protected:
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/// inherited from ITexture. Does nothing ...
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void doGenerate(bool async) ;
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public:
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virtual ~CTextureBlank() {}
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};
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} // NL3D
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#endif // NL_TEXTURE_BLANK_H
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/* End of texture_blank.h */
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