51 lines
1.7 KiB
C++
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 */
|