 ilutAllegLoadImage |
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 ilutConvertSliceToHBitmap |
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 ilutConvertToAlleg |
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 ilutConvertToBBitmap |
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 ilutConvertToHBitmap | ilutConvertToHBitmap creates a Windows bitmap handle (HBITMAP) copy of the current image, for direct use in Windows. |
 ilutConvertToSDLSurface |
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 ilutD3D8LoadSurface |
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 ilutD3D8TexFromFile |
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 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. |
 ilutD3D8TexFromFileInMemory | 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. |
 ilutD3D8TexFromResource |
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 ilutD3D8Texture |
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 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. |
 ilutD3D8VolTexFromFileInMemory | 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. |
 ilutD3D8VolTexFromResource |
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 ilutD3D8VolumeTexture | The ilutD3D8VolumeTexture function creates a Direct3D 8 texture (IDirect3DVolumeTexture8) from the current bound image. |
 ilutD3D9CubeTexFromFile |
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 ilutD3D9CubeTexFromFileHandle |
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 ilutD3D9CubeTexFromFileInMemory | Overloaded.
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 ilutD3D9CubeTexFromResource |
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 ilutD3D9CubeTexture |
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 ilutD3D9LoadSurface |
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 ilutD3D9TexFromFile |
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 ilutD3D9TexFromFileHandle |
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 ilutD3D9TexFromFileInMemory | Overloaded.
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 ilutD3D9TexFromResource |
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 ilutD3D9Texture |
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 ilutD3D9VolTexFromFile |
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 ilutD3D9VolTexFromFileHandle |
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 ilutD3D9VolTexFromFileInMemory | Overloaded.
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 ilutD3D9VolTexFromResource |
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 ilutD3D9VolumeTexture |
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 ilutDisable |
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 ilutEnable |
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 ilutFreePaddedData | Overloaded.
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 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. |
 ilutGetBooleanv | Overloaded. 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 |
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 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 |
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 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 |
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 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 |
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 ilutGLSubTex |
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 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 |
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 ilutRenderer |
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 ilutSDLSurfaceFromBitmap |
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 ilutSDLSurfaceLoadImage |
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 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 |
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 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 |
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 ilutWinPrint |
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 ilutWinSaveImage | ilutWinSaveImage saves Bitmap to FileName. This function is the complement of ilutWinLoadImage. |