EdgeBleeding/EdgeBleeding.h Source File
Go to the documentation of this file. 1 #ifndef __EDGEBLEEDING_H
2 #define __EDGEBLEEDING_H
12 #define inline __forceinline
16 #if defined(JAMBUILD) || defined(__APPLE__)
20 #include "../../include/Mudbox/mudbox.h"
21 #include "../../include/Mudbox/SSE.h"
24 #include <QtCore/QCoreApplication>
26 #ifndef COMPILING_EDGEBLEEDING_DLL
27 #define EBDLL MUDBOX_DLLIMPORT
29 #define EBDLL MUDBOX_DLLEXPORT
32 #define MAX_TEXTURE_COUNT 4
38 for(
int i=0; i<cache.
size(); i++ )
39 if( cache.
at(i) == pTexture )
57 lastHit = cache.
size() - 1;
83 static void Initializer();
89 static void FillBleedingAreas(
bool bBlend );
94 inline static float AdjustUV(
float value )
97 return modff(value, &d);
virtual void SetLocation(unsigned int iLocation)
Sets the location for the texture pool.
A Mesh is a collection of vertices organized into faces, and optional Texture Coordinate information...
This is a container class for simple textures.
This is the base class for most classes in the Mudbox SDK.
virtual void AddDirtyTile(const ImgTile &t)
Notifies the texture that part of it has changed.
virtual unsigned int Width(void) const
Returns the width of the texture in pixels.
const T & at(int i) const
virtual unsigned int Height(void) const
Returns the height of the texture in pixels.
GLsizei const GLfloat * value
Represents a texture tile inside a texture pool.
static void FillBleedingAreas(void)
void Request(mudbox::Texture *pTexture)
Represents a rectangle. Used to specify rectangular regions of an image.
#define MAX_TEXTURE_COUNT
#define Q_DECLARE_TR_FUNCTIONS(context)
virtual unsigned int Location(void) const
Gets the location for the texture pool.