Tao.DevIl SDK Documentation

Ilut Methods

The methods of the Ilut class are listed below. For a complete list of Ilut class members, see the Ilut Members topic.

Public Static (Shared) Methods

ilutAllegLoadImage
ilutConvertSliceToHBitmap
ilutConvertToAlleg
ilutConvertToBBitmap
ilutConvertToHBitmap ilutConvertToHBitmap creates a Windows bitmap handle (HBITMAP) copy of the current image, for direct use in Windows.
ilutConvertToSDLSurface
ilutD3D8LoadSurface
ilutD3D8TexFromFile
ilutD3D8TexFromFileHandle ilutD3D8TexFromFileInMemory loads the file present in Lump and converts it to a Direct3D 8 texture (IDirect3DTexture8). This function creates the texture, so the pointer does not even have to be allocated beforehand. This function is functionally equivalent to D3DX's D3DXCreateTextureFromFile but with a file handle.
ilutD3D8TexFromFileInMemoryOverloaded. ilutD3D8TexFromFileInMemory loads the file present in Lump and converts it to a Direct3D 8 texture (IDirect3DTexture8). This function creates the texture, so the pointer does not even have to be allocated beforehand. This function is functionally equivalent to D3DX's D3DXCreateTextureFromFileInMemory.
ilutD3D8TexFromResource
ilutD3D8Texture
ilutD3D8VolTexFromFile ilutD3D8VolTexFromFile loads the file named by FileName and converts it to a Direct3D 8 volume texture (IDirect3DVolumeTexture8). This function creates the texture, so the pointer does not even have to be allocated beforehand. This function is functionally equivalent to D3DX's D3DXCreateTextureFromFile but for a volume texture.
ilutD3D8VolTexFromFileHandle ilutD3D8VolTexFromFileHandle loads the file present in File and converts it to a Direct3D 8 volume texture (IDirect3DVolumeTexture8). This function creates the texture, so the pointer does not even have to be allocated beforehand. This function is functionally equivalent to D3DX's D3DXCreateTextureFromFile but with a file handle and a volume texture.
ilutD3D8VolTexFromFileInMemoryOverloaded. ilutD3D8VolTexFromFileInMemory loads the file present in Lump and converts it to a Direct3D 8 volume texture (IDirect3DVolumeTexture8). This function creates the texture, so the pointer does not even have to be allocated beforehand. This function is functionally equivalent to D3DX's D3DXCreateTextureFromFileInMemory but for a volume texture.
ilutD3D8VolTexFromResource
ilutD3D8VolumeTexture The ilutD3D8VolumeTexture function creates a Direct3D 8 texture (IDirect3DVolumeTexture8) from the current bound image.
ilutD3D9CubeTexFromFile
ilutD3D9CubeTexFromFileHandle
ilutD3D9CubeTexFromFileInMemoryOverloaded.
ilutD3D9CubeTexFromResource
ilutD3D9CubeTexture
ilutD3D9LoadSurface
ilutD3D9TexFromFile
ilutD3D9TexFromFileHandle
ilutD3D9TexFromFileInMemoryOverloaded.
ilutD3D9TexFromResource
ilutD3D9Texture
ilutD3D9VolTexFromFile
ilutD3D9VolTexFromFileHandle
ilutD3D9VolTexFromFileInMemoryOverloaded.
ilutD3D9VolTexFromResource
ilutD3D9VolumeTexture
ilutDisable
ilutEnable
ilutFreePaddedDataOverloaded.
ilutGetBmpInfo ilutGetBmpInfo fills a BITMAPINFO struct with the current image's information. The BITMAPINFO struct is used commonly used in Windows applications.
ilutGetBoolean The ilutGetBooleanv return the value of a selected mode.
ilutGetBooleanvOverloaded. The ilutGetBoolean return the value of a selected mode.
ilutGetHPal The ilutGetHPal function returns a Windows-friendly palette. If the current bound image has a palette, ilutGetHPal returns a Windows-compatible copy of the current image's palette in HPAL format.
ilutGetInteger The ilutGetInteger return the value of a selected mode.
ilutGetIntegerv
ilutGetPaddedData ilutGetPaddedData gets a copy of the current image's data, but pads it to be DWORD-aligned, just how Windows likes it. Almost all Windows functions that use images expect the images to be DWORD-aligned. The caller is responsible for freeing the memory returned by ilutGetPaddedData.
ilutGetString
ilutGetWinClipboard ilutGetWinClipboard copies the contents of the Windows clipboard to the current bound image, resizing as necessary.
ilutGLBindMipmaps The ilutGLBindMipmaps function binds an image to an OpenGL texture and creates mipmaps, generates a texture via glGenTextures, binds the current OpenIL image to it, generates mipmaps via gluBuild2DMipmaps and returns the texture name. This function is a more general purpose version of ilutOglBindTexImage.
ilutGLBindTexImage The ilutGLBindTexImage function binds an image to a generated OpenGL texture.
ilutGLBuildMipmaps ilutGLBuildMipmaps generates mipmaps via gluBuild2DMipmaps from an image. This function is similar to ilutGLTexImage but creates mipmaps.
ilutGLLoadImage ilutGLLoadImage loads an image directly to an OpenGL texture, skipping the use of OpenIL image names.
ilutGLSaveImage
ilutGLScreen ilutGLScreen copies the current OpenGL window contents to the current bound image, effectively taking a screenshot. The new image attributes are that of the current OpenGL window's.
ilutGLScreenie ilutGLScreen copies the current OpenGL window contents to a temporary image, effectively taking a screenshot. The screenshot image is then saved to disk as screen0.tga - screen127.tga (the lowest name it can find). This is just a convenience function that uses ilutGLScreen.
ilutGLSetTex
ilutGLSubTex
ilutGLTexImage The ilutGLTexImage function binds an image to an OpenGL texture, simply calls glTexImage2D with the current bound image's data and attributes.
ilutInit The ilutInit function initializes ILUT.
ilutIsDisabled ilutIsDisabled returns whether the mode indicated by Mode is disabled.
ilutIsEnabled ilutIsEnabled returns whether the mode indicated by Mode is enabled.
ilutLoadResource ilutLoadResource is a Windows-specific function that loads a resource as the current bound image. This feature allows you to have images directly in your .exe and not worry whether a particular file is present on the user's harddrive. An alternative, more portable solution is to use ilSave with IL_CHEAD as the Type parameter.
ilutPopAttrib ilutPopAttrib pops the last pushed stack entry off the stack and copies the bits specified when pushed by ilutPushAttrib to the previous set of states.
ilutPushAttrib
ilutRenderer
ilutSDLSurfaceFromBitmap
ilutSDLSurfaceLoadImage
ilutSetHBitmap ilutSetHBitmap copies Bitmap to the current bound image in a format OpenIL can understand. The image can then be used just as if you had loaded an image via ilLoadImage. This function is the opposite of ilutConvertToHBitmap.
ilutSetHPal ilutSetHPal sets the current iamge's palette from a logical Windows palette handle specified in Pal. If the current image is not colour-indexed, the palette is still loaded, though it will never be used.
ilutSetInteger
ilutSetWinClipboard ilutSetWinClipboard copies the current bound image to the Windows clipboard.
ilutWinLoadImage loads an image directly to a Win32 HBITMAP, skipping the use of OpenIL image names.
ilutWinLoadUrl
ilutWinPrint
ilutWinSaveImage ilutWinSaveImage saves Bitmap to FileName. This function is the complement of ilutWinLoadImage.

Public Instance Methods

Equals (inherited from Object) 
GetHashCode (inherited from Object) 
GetType (inherited from Object) 
ToString (inherited from Object) 

See Also

Ilut Class | Tao.DevIl Namespace