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dynamicUvTextureImplementation.h
1//
2// Copyright 2020 Pixar
3//
4// Licensed under the terms set forth in the LICENSE.txt file available at
5// https://openusd.org/license.
6//
7#ifndef PXR_IMAGING_HD_ST_DYNAMIC_UV_TEXTURE_IMPLEMENTATION_H
8#define PXR_IMAGING_HD_ST_DYNAMIC_UV_TEXTURE_IMPLEMENTATION_H
9
10#include "pxr/pxr.h"
11
12PXR_NAMESPACE_OPEN_SCOPE
13
15
22{
23public:
29 virtual void Load(HdStDynamicUvTextureObject *textureObject) = 0;
30
33 virtual void Commit(HdStDynamicUvTextureObject *textureObject) = 0;
34
37 virtual bool IsValid(const HdStDynamicUvTextureObject *textureObject) = 0;
38};
39
40PXR_NAMESPACE_CLOSE_SCOPE
41
42#endif
Allows external clients to specify how a UV texture is loaded from, e.g., a file and how it is commit...
virtual void Commit(HdStDynamicUvTextureObject *textureObject)=0
Called during the commit phase of the Storm texture system when the CPU texture is committed to the G...
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 text...
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...
A uv texture that is managed but not populated by the Storm texture system.