func CreateFrameBuffer(width, height int, format TextureFormat, flags TextureFlags) FrameBuffer { h := C.bgfx_create_frame_buffer( C.uint16_t(width), C.uint16_t(height), C.bgfx_texture_format_t(format), C.uint32_t(flags), ) return FrameBuffer{h: h} }
func CalcTextureSize(width, height, depth, numMips int, format TextureFormat) TextureInfo { var ti C.bgfx_texture_info_t C.bgfx_calc_texture_size( &ti, C.uint16_t(width), C.uint16_t(height), C.uint16_t(depth), C.uint8_t(numMips), C.bgfx_texture_format_t(format), ) return newTextureInfo(ti) }
func CreateTextureCube(size, numMips int, format TextureFormat, flags TextureFlags, data []byte) Texture { var mem *C.bgfx_memory_t if data != nil { mem = C.bgfx_copy(unsafe.Pointer(&data[0]), C.uint32_t(len(data))) } h := C.bgfx_create_texture_cube( C.uint16_t(size), C.uint8_t(numMips), C.bgfx_texture_format_t(format), C.uint32_t(flags), mem, ) return Texture{h: h} }
func CreateTexture3D(width, height, depth, numMips int, format TextureFormat, flags TextureFlags, data []byte) Texture { var mem *C.bgfx_memory_t if data != nil { mem = C.bgfx_copy(unsafe.Pointer(&data[0]), C.uint32_t(len(data))) } h := C.bgfx_create_texture_3d( C.uint16_t(width), C.uint16_t(height), C.uint16_t(depth), C.uint8_t(numMips), C.bgfx_texture_format_t(format), C.uint32_t(flags), mem, ) return Texture{h: h} }