The methods of the Ilut class are listed below. For a complete list of Ilut class members, see the Ilut Members topic.
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![]() ![]() | ilutConvertToHBitmap creates a Windows bitmap handle (HBITMAP) copy of the current image, for direct use in Windows. |
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![]() ![]() | 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. |
![]() ![]() | Overloaded. 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. |
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![]() ![]() | 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 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. |
![]() ![]() | Overloaded. 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. |
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![]() ![]() | The ilutD3D8VolumeTexture function creates a Direct3D 8 texture (IDirect3DVolumeTexture8) from the current bound image. |
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![]() ![]() | Overloaded. |
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![]() ![]() | Overloaded. |
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![]() ![]() | Overloaded. |
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![]() ![]() | Overloaded. |
![]() ![]() | ilutGetBmpInfo fills a BITMAPINFO struct with the current image's information. The BITMAPINFO struct is used commonly used in Windows applications. |
![]() ![]() | The ilutGetBooleanv return the value of a selected mode. |
![]() ![]() | Overloaded. The ilutGetBoolean return the value of a selected mode. |
![]() ![]() | 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. |
![]() ![]() | The ilutGetInteger return the value of a selected mode. |
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![]() ![]() | 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. |
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![]() ![]() | ilutGetWinClipboard copies the contents of the Windows clipboard to the current bound image, resizing as necessary. |
![]() ![]() | 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. |
![]() ![]() | The ilutGLBindTexImage function binds an image to a generated OpenGL texture. |
![]() ![]() | ilutGLBuildMipmaps generates mipmaps via gluBuild2DMipmaps from an image. This function is similar to ilutGLTexImage but creates mipmaps. |
![]() ![]() | ilutGLLoadImage loads an image directly to an OpenGL texture, skipping the use of OpenIL image names. |
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![]() ![]() | 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. |
![]() ![]() | 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. |
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![]() ![]() | The ilutGLTexImage function binds an image to an OpenGL texture, simply calls glTexImage2D with the current bound image's data and attributes. |
![]() ![]() | The ilutInit function initializes ILUT. |
![]() ![]() | ilutIsDisabled returns whether the mode indicated by Mode is disabled. |
![]() ![]() | ilutIsEnabled returns whether the mode indicated by Mode is enabled. |
![]() ![]() | 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 pops the last pushed stack entry off the stack and copies the bits specified when pushed by ilutPushAttrib to the previous set of states. |
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![]() ![]() | 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 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. |
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![]() ![]() | ilutSetWinClipboard copies the current bound image to the Windows clipboard. |
![]() ![]() | loads an image directly to a Win32 HBITMAP, skipping the use of OpenIL image names. |
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![]() ![]() | ilutWinSaveImage saves Bitmap to FileName. This function is the complement of ilutWinLoadImage. |
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Ilut Class | Tao.DevIl Namespace