docs: 重构 API 文档结构并修正源码准确性
- 重组文档目录结构: 每个模块的概述页移动到模块子目录 - 重命名 index.md 为 main.md - 修正所有模块文档中的错误: - math: FromEuler→FromEulerAngles, TransformDirection 包含缩放, Box 是 OBB, Color::ToRGBA 格式 - containers: 新增 operator==/!= 文档, 补充 std::hash DJB 算法细节 - core: 修复 types 链接错误 - debug: LogLevelToString 返回大写, timestamp 是秒, Profiler 空实现标注, Windows API vs ANSI - memory: 修复头文件路径, malloc vs operator new, 新增方法文档 - resources: 修复 Shader/Texture 链接错误 - threading: TaskSystem::Wait 空实现标注, ReadWriteLock 重入描述, LambdaTask 链接 - 验证: fix_links.py 确认 0 个断裂引用
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docs/api/rhi/opengl/texture/bind-image.md
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docs/api/rhi/opengl/texture/bind-image.md
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# OpenGLTexture::BindImage
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```cpp
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void BindImage(int slot, bool read, bool write) const
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```
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将纹理绑定到图像单元,用于着色器图像访问。
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**参数:**
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- `slot` - 图像单元槽位
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- `read` - 是否可读
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- `write` - 是否可写
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**示例:**
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```cpp
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texture.BindImage(0, true, false); // 只读访问
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/generate-mipmap.md
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docs/api/rhi/opengl/texture/generate-mipmap.md
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# OpenGLTexture::GenerateMipmap
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```cpp
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void GenerateMipmap()
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```
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生成纹理的 mipmap。
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**示例:**
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```cpp
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texture.LoadFromFile("assets/textures/wood.jpg");
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texture.GenerateMipmap();
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/get-id.md
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docs/api/rhi/opengl/texture/get-id.md
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# OpenGLTexture::GetID
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```cpp
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unsigned int GetID() const
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```
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获取 OpenGL 纹理对象 ID。
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**返回:** `unsigned int` - OpenGL 纹理 ID
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**示例:**
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```cpp
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unsigned int texID = texture.GetID();
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glBindTexture(GL_TEXTURE_2D, texID);
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/get-opengl-type.md
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docs/api/rhi/opengl/texture/get-opengl-type.md
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# OpenGLTexture::GetOpenGLType
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```cpp
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OpenGLTextureType GetOpenGLType() const
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```
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获取纹理的 OpenGL 类型。
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**返回:** `OpenGLTextureType` - 纹理类型枚举值:
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- `OpenGLTextureType::Texture1D`
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- `OpenGLTextureType::Texture2D`
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- `OpenGLTextureType::TextureCube`
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- 等等
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**示例:**
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```cpp
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OpenGLTextureType type = texture.GetOpenGLType();
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/initialize-2d.md
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docs/api/rhi/opengl/texture/initialize-2d.md
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# OpenGLTexture::Initialize2D
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```cpp
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bool Initialize2D(int width, int height, int channels, const void* data, bool generateMipmap = true)
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```
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初始化一个 2D 纹理。
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**参数:**
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- `width` - 纹理宽度(像素)
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- `height` - 纹理高度(像素)
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- `channels` - 通道数(1=R, 2=RG, 4=RGBA)
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- `data` - 纹理数据指针(可以为 nullptr 创建空纹理)
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- `generateMipmap` - 是否自动生成 mipmap(默认为 true)
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**返回:** `bool` - 成功返回 true,失败返回 false
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**示例:**
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```cpp
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OpenGLTexture texture;
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std::vector<unsigned char> pixels(width * height * 4);
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texture.Initialize2D(width, height, 4, pixels.data(), true);
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/initialize-cube-map.md
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docs/api/rhi/opengl/texture/initialize-cube-map.md
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# OpenGLTexture::InitializeCubeMap
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```cpp
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bool InitializeCubeMap(int size, int mipLevels, OpenGLFormat format, const void* data = nullptr)
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```
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初始化一个立方体纹理。
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**参数:**
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- `size` - 立方体贴面的边长
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- `mipLevels` - mipmap 级别数量
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- `format` - 纹理格式(OpenGLFormat 枚举值)
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- `data` - 纹理数据指针(可以为 nullptr)
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**返回:** `bool` - 成功返回 true,失败返回 false
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**示例:**
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```cpp
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OpenGLTexture cubemap;
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cubemap.InitializeCubeMap(512, 1, OpenGLFormat::RGBA8, nullptr);
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/load-from-file.md
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docs/api/rhi/opengl/texture/load-from-file.md
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# OpenGLTexture::LoadFromFile
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```cpp
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bool LoadFromFile(const char* path, bool flipVertical = true)
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```
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从图像文件加载纹理。
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**参数:**
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- `path` - 图像文件路径
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- `flipVertical` - 是否垂直翻转图像(默认为 true)
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**返回:** `bool` - 成功返回 true,失败返回 false
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**示例:**
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```cpp
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OpenGLTexture texture;
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if (texture.LoadFromFile("assets/textures/brick.jpg", true)) {
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texture.GenerateMipmap();
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}
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/set-filtering.md
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docs/api/rhi/opengl/texture/set-filtering.md
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# OpenGLTexture::SetFiltering
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```cpp
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void SetFiltering(int minFilter, int magFilter)
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```
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设置纹理过滤模式。
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**参数:**
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- `minFilter` - 缩小过滤模式(GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST 等)
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- `magFilter` - 放大过滤模式(GL_NEAREST, GL_LINEAR)
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**示例:**
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```cpp
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texture.SetFiltering(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/set-wrapping.md
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docs/api/rhi/opengl/texture/set-wrapping.md
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# OpenGLTexture::SetWrapping
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```cpp
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void SetWrapping(int wrapS, int wrapT, int wrapR = -1)
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```
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设置纹理环绕模式。
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**参数:**
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- `wrapS` - S 轴环绕模式(GL_REPEAT, GL_CLAMP_TO_EDGE 等)
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- `wrapT` - T 轴环绕模式
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- `wrapR` - R 轴环绕模式(默认为 -1,表示与 wrapT 相同)
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**示例:**
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```cpp
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texture.SetWrapping(GL_REPEAT, GL_REPEAT, GL_REPEAT);
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```
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## 相关文档
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- [OpenGLTexture](texture.md) - 返回类总览
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docs/api/rhi/opengl/texture/texture.md
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docs/api/rhi/opengl/texture/texture.md
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# OpenGLTexture
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**命名空间**: `XCEngine::RHI`
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**描述**: OpenGL 纹理的实现,继承自 `RHITexture`。
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## 方法列表
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| 方法 | 文档 |
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|------|------|
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| `Initialize` | [详细文档](../../../threading/task-system/initialize.md) |
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| `Initialize2D` | [详细文档](initialize-2d.md) |
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| `InitializeCubeMap` | [详细文档](initialize-cube-map.md) |
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| `LoadFromFile` | [详细文档](load-from-file.md) |
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| `Shutdown` | [详细文档](../../../threading/task-system/shutdown.md) |
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| `Bind` | [详细文档](../../shader/bind.md) |
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| `Unbind` | [详细文档](../../shader/unbind.md) |
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| `BindImage` | [详细文档](bind-image.md) |
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| `GenerateMipmap` | [详细文档](generate-mipmap.md) |
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| `SetFiltering` | [详细文档](set-filtering.md) |
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| `SetWrapping` | [详细文档](set-wrapping.md) |
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| `GetID` | [详细文档](get-id.md) |
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| `GetOpenGLType` | [详细文档](get-opengl-type.md) |
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| `GetWidth` | [详细文档](../../texture/get-width.md) |
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| `GetHeight` | [详细文档](../../texture/get-height.md) |
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| `GetDepth` | [详细文档](../../texture/get-depth.md) |
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| `GetMipLevels` | [详细文档](../../texture/get-mip-levels.md) |
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| `GetTextureType` | [详细文档](../../texture/get-texture-type.md) |
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| `GetNativeHandle` | [详细文档](../../buffer/get-native-handle.md) |
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| `GetState` / `SetState` | [详细文档](../../buffer/get-state.md) |
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| `GetName` / `SetName` | [详细文档](../../buffer/get-name.md) |
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| `GetFormat` / `SetFormat` | [详细文档](../../texture/get-format.md) |
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## 相关文档
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- [OpenGL 后端总览](../overview.md)
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- [RHITexture](../../texture/texture.md) - 抽象纹理接口
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