#include <Texture.h>
List of all members.
[inline]
[inline, static]
Amount to brighten colors by (e.g., useful for Quake textures, which are dark).
Brightening happens first of all preprocessing.
If true, treat the input as a monochrome bump map and compute a normal map from it where the RGB channels are XYZ and the A channel is the input bump height.
If computeNormalMap is true, then this blurs the elevation before computing normals.
See G3D::GImage::computeNormalMap().
Amount to resize images by before loading onto the graphics card to save memory; typically a negative power of 2 (e.g., 1.0, 0.5, 0.25).
Scaling happens last of all preprocessing.