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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-04 17:00:54 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-04 17:02:44 +0000
commit867daf817bba83ab22c5e04409c4afb1075dd158 (patch)
treef9c97a2875dd36e13cf1ee2d6a4ce99d1a585c55 /gfx/models/texture.h
parentDon't actually need to define an empty fragment shader (diff)
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Support saving a depth texture
Diffstat (limited to 'gfx/models/texture.h')
-rw-r--r--gfx/models/texture.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/gfx/models/texture.h b/gfx/models/texture.h
index 09538b3..de532a5 100644
--- a/gfx/models/texture.h
+++ b/gfx/models/texture.h
@@ -19,7 +19,11 @@ public:
void bind(GLenum unit = GL_TEXTURE0) const;
static void save(const glTexture &, const glm::ivec2 & size, const char * path);
+ static void saveDepth(const glTexture &, const glm::ivec2 & size, const char * path);
private:
+ static void save(const glTexture &, GLenum, const glm::ivec2 & size, unsigned short channels, const char * path,
+ short tgaFormat);
+
glTexture m_texture;
};