\return The current texture creation flag enabled mode. */\r
virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const =0;\r
\r
- //! Creates a software images from a file.\r
- /** No hardware texture will be created for those images. This\r
- method is useful for example if you want to read a heightmap\r
- for a terrain renderer.\r
- \param filename Name of the file from which the images are created.\r
- \param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.\r
- \return The array of created images.\r
- If you no longer need those images, you should call IImage::drop() on each of them.\r
- See IReferenceCounted::drop() for more information. */\r
- virtual core::array<IImage*> createImagesFromFile(const io::path& filename, E_TEXTURE_TYPE* type = 0) = 0;\r
-\r
- //! Creates a software images from a file.\r
- /** No hardware texture will be created for those images. This\r
- method is useful for example if you want to read a heightmap\r
- for a terrain renderer.\r
- \param file File from which the image is created.\r
- \param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.\r
- \return The array of created images.\r
- If you no longer need those images, you should call IImage::drop() on each of them.\r
- See IReferenceCounted::drop() for more information. */\r
- virtual core::array<IImage*> createImagesFromFile(io::IReadFile* file, E_TEXTURE_TYPE* type = 0) = 0;\r
-\r
//! Creates a software image from a file.\r
/** No hardware texture will be created for this image. This\r
method is useful for example if you want to read a heightmap\r
\return The created image.\r
If you no longer need the image, you should call IImage::drop().\r
See IReferenceCounted::drop() for more information. */\r
- IImage* createImageFromFile(const io::path& filename)\r
- {\r
- core::array<IImage*> imageArray = createImagesFromFile(filename);\r
-\r
- for (u32 i = 1; i < imageArray.size(); ++i)\r
- imageArray[i]->drop();\r
-\r
- return (imageArray.size() > 0) ? imageArray[0] : 0;\r
- }\r
+ virtual IImage* createImageFromFile(const io::path& filename) = 0;\r
\r
//! Creates a software image from a file.\r
/** No hardware texture will be created for this image. This\r
\return The created image.\r
If you no longer need the image, you should call IImage::drop().\r
See IReferenceCounted::drop() for more information. */\r
- IImage* createImageFromFile(io::IReadFile* file)\r
- {\r
- core::array<IImage*> imageArray = createImagesFromFile(file);\r
-\r
- for (u32 i = 1; i < imageArray.size(); ++i)\r
- imageArray[i]->drop();\r
-\r
- return (imageArray.size() > 0) ? imageArray[0] : 0;\r
- }\r
+ virtual IImage* createImageFromFile(io::IReadFile* file) = 0;\r
\r
//! Writes the provided image to a file.\r
/** Requires that there is a suitable image writer registered\r