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DtHdrRenderTexture.h
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1 /******************************************************************************
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5 // This file is derived from the HDR NVIDIA gameworks SDK example
6 //----------------------------------------------------------------------------------
7 // File: es3aep-kepler\HDR/RenderTexture.h
8 // SDK Version: v2.11
9 // Email: gameworks@nvidia.com
10 // Site: http://developer.nvidia.com/
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39 
40 #pragma once
41 
45 
46 // Get proper local export symbol
48 
49 #include <GL/glew.h>
50 #include <osg/Texture2D>
51 
52 namespace makVrv
53 {
54 
58  public:
59 
60  enum ColorType {
65  };
66 
68  virtual ~DtRenderTexture();
69 
70  virtual bool init(int width, int height, ColorType color,
71  osg::Texture2D::FilterMode minFilter = osg::Texture2D::LINEAR,
72  osg::Texture2D::WrapMode = osg::Texture2D::CLAMP_TO_BORDER);
73 
74  virtual void activateFB();
75  virtual int getWidth();
76  virtual int getHeight();
77  virtual void bind();
78  virtual void release();
79  virtual unsigned int getTexId();
80 
81  protected:
82  int myWidth;
83  int myHeight;
84  unsigned int myFormat;
85  unsigned int myType;
86  unsigned int myFboId;
87  unsigned int myTexId;
88  };
89 
90 }
91 

Document ID: Generated on Thu Mar 23 18:54:12 EDT 2017 from SVN revision 174804
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