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HdStDynamicUvTextureImplementation Class Referenceabstract

Allows external clients to specify how a UV texture is loaded from, e.g., a file and how it is committed to the GPU. More...

#include <dynamicUvTextureImplementation.h>

Public Member Functions

virtual void Load (HdStDynamicUvTextureObject *textureObject)=0
 Called during the load phase of the Storm texture system when a texture file is supposed to be loaded to the CPU.
 
virtual void Commit (HdStDynamicUvTextureObject *textureObject)=0
 Called during the commit phase of the Storm texture system when the CPU texture is committed to the GPU.
 
virtual bool IsValid (const HdStDynamicUvTextureObject *textureObject)=0
 Queried by, e.g., the material system to determine whether to use, e.g., the fallback value of a texture node.
 

Detailed Description

Allows external clients to specify how a UV texture is loaded from, e.g., a file and how it is committed to the GPU.

Definition at line 38 of file dynamicUvTextureImplementation.h.

Member Function Documentation

◆ Commit()

virtual void Commit ( HdStDynamicUvTextureObject textureObject)
pure virtual

Called during the commit phase of the Storm texture system when the CPU texture is committed to the GPU.

◆ IsValid()

virtual bool IsValid ( const HdStDynamicUvTextureObject textureObject)
pure virtual

Queried by, e.g., the material system to determine whether to use, e.g., the fallback value of a texture node.

◆ Load()

virtual void Load ( HdStDynamicUvTextureObject textureObject)
pure virtual

Called during the load phase of the Storm texture system when a texture file is supposed to be loaded to the CPU.

This method has to be thread-safe.


The documentation for this class was generated from the following file: