Castle Game Engine: CastleDDS

# Unit CastleDDS
Description | Uses | Classes, Interfaces, Objects and Records | Functions and Procedures | Types | Constants | Variables
## Description DDS image file format handling (TDDSImage). ## Uses Classes CastleImages ## Overview ### Classes, Interfaces, Objects and Records
Name | Description
--- | ---
Class `EInvalidDDS` |
Class `TDDSImage` | DDS image file.
### Types
`TDDSType = (...);`
`TDDSCubeMapSide = (...);`
`TDDSCubeMapSides = set of TDDSCubeMapSide;`
### Constants
`AllDDSCubeMapSides = [Low(TDDSCubeMapSide) .. High(TDDSCubeMapSide)];`
`DDSTypeToString: array [TDDSType] of string = ( 'Texture', 'CubeMap', 'Volume' );`
## Description ### Types
`TDDSType = (...);`
Type of data in DDS image file. This doesn't take into account mipmaps (they are orthogonal to types here). ###### Values dtTexture: dtCubeMap: dtVolume:
`TDDSCubeMapSide = (...);`
DDS cube map sides. Note that if you work in right-handed coordinate system (like OpenGL, see http://opengl.org/registry/specs/ARB/texture_cube_map.txt) then you should swap the meaning of positive/negative y faces. That's because cube map sides are named and written in DDS file in a way natural for DirectX, and DirectX has left-handed coordinate system, which means that one axis seems reverted when you want OpenGL right-handed coord system. See [http://castle-engine.sourceforge.net/x3d_implementation_status.php#section_dds] for more. ###### Values dcsPositiveX: dcsNegativeX: dcsPositiveY: dcsNegativeY: dcsPositiveZ: dcsNegativeZ:
`TDDSCubeMapSides = set of TDDSCubeMapSide;`
### Constants
`AllDDSCubeMapSides = [Low(TDDSCubeMapSide) .. High(TDDSCubeMapSide)];`
`DDSTypeToString: array [TDDSType] of string = ( 'Texture', 'CubeMap', 'Volume' );`
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