khanat-opennel-code/code/nel/include/nel/3d/texture_blank.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

51 lines
1.7 KiB
C++

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