/// Called by texCB; this is to ensure that all textures have been resurrected before we attempt to res the cubemap.
voidtmResurrect();
staticGLenumgetEnumForFaceNumber(U32face){returnfaceList[face];}///< Performs lookup to get a GLenum for the given face number
protected:
friendclassGFXDevice;
friendclassGFXGLDevice;
/// The callback used to get texture events.
/// @see GFXTextureManager::addEventDelegate
void_onTextureEvent(GFXTexCallbackCodecode);
GLuintmCubemap;///< Internal GL handle
U32mDynamicTexSize;///< Size of faces for a dynamic texture (used in resurrect)
// Self explanatory
U32mWidth;
U32mHeight;
GFXFormatmFaceFormat;
GFXTexHandlemTextures[6];///< Keep refs to our textures for resurrection of static cubemaps
/// The backing DDSFile uses to restore the faces
/// when the surface is lost.
Resource<DDSFile>mDDSFile;
// should only be called by GFXDevice
virtualvoidsetToTexUnit(U32tuNum);///< Binds the cubemap to the given texture unit
virtualvoidbind(U32textureUnit)const;///< Notifies our owning device that we want to be set to the given texture unit (used for GL internal state tracking)
voidfillCubeTextures(GFXTexHandle*faces);///< Copies the textures in faces into the cubemap