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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2020, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
- * Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/**
- * Contains helper structures to handle textures in Assimp.
- *
- * Used for file formats which embed their textures into the model file.
- * Supported are both normal textures, which are stored as uncompressed pixels,
- * and "compressed" textures, which are stored in a file format such as PNG or
- * TGA.
- */
-module assimp.texture;
-
-extern ( C ) {
- /**
- * Helper structure to represent a texel in a ARGB8888 format.
- *
- * Used by aiTexture.
- */
- struct aiTexel {
- align ( 1 ):
- ubyte b, g, r, a;
- }
-
- /**
- * Helper structure to describe an embedded texture.
- *
- * Usually textures are contained in external files but some file formats
- * embed them directly in the model file. There are two types of
- * embedded textures:
- *
- * <em>1. Uncompressed textures</em>: The color data is given in an
- * uncompressed format.
- *
- * <em>2. Compressed textures</em> stored in a file format like PNG or JPEG.
- * The raw file bytes are given so the application must utilize an image
- * decoder (e.g. DevIL) to get access to the actual color data.
- */
- struct aiTexture {
- /**
- * Width of the texture, in pixels.
- *
- * If <code>mHeight</code> is zero the texture is compressed in a format
- * like JPEG. In this case, this value specifies the size of the memory
- * area <code>pcData</code> is pointing to, in bytes.
- */
- uint mWidth;
-
- /**
- * Height of the texture, in pixels.
- *
- * If this value is zero, <code>pcData</code> points to an compressed
- * texture in any format (e.g. JPEG).
- */
- uint mHeight;
-
- /**
- * A hint from the loader to make it easier for applications to determine
- * the type of embedded compressed textures.
- *
- * If <code>mHeight</code> is not 0, this member is undefined. Otherwise
- * it is set set to '\0\0\0\0' if the loader has no additional
- * information about the texture file format used, or the file extension
- * of the format without a trailing dot. If there are multiple file
- * extensions for a format, the shortest extension is chosen (JPEG maps
- * to 'jpg', not to 'jpeg'). E.g. 'dds\0', 'pcx\0', 'jpg\0'. All
- * characters are lower-case. The fourth byte will always be '\0'.
- */
- char achFormatHint[4];
-
- /**
- * Data of the texture.
- *
- * Points to an array of <code>mWidth * mHeight</code>
- * <code>aiTexel</code>s. The format of the texture data is always
- * ARGB8888 to make the implementation for user of the library as easy as
- * possible.
- *
- * If <code>mHeight</code> is 0, this is a pointer to a memory buffer of
- * size <code>mWidth</code> containing the compressed texture data.
- */
- aiTexel* pcData;
- }
-}