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/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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