void Texture3D::SetData (TextureDataFormat format, void *data) { Bind (); cout << &glTexSubImage3D << endl; cout << hex << format.Format () << ", " << hex << format.DataType () << endl; glTexSubImage3D (GL_TEXTURE_3D,0,0,0,0,_Width, _Height,_Depth,format.Format (),format.DataType (),data); GLErrorCheck (); if (Filtering () != TextureFiltering::None) { glGenerateMipmap (GL_TEXTURE_3D); GLErrorCheck (); } UnBind (); }
// filter List<T> filter(bool(*Filtering)(T)) { Node *p = head; List<T> tempObj; if (head != nullptr) { do { if (Filtering(p->value)) { tempObj.add(p->value); } p = p->next; } while (p != head); } return tempObj; }
int main(int argc, char ** argv) { srand(static_cast<unsigned int>(time(0))); std::cout.setf(std::ios_base::scientific, std::ios_base::floatfield); std::cout.setf(std::ios_base::showpos); std::cout.setf(std::ios_base::showpoint); std::cout.precision(7); #ifdef _CUDA_ checkCudaErrors(cudaSetDeviceFlags(cudaDeviceMapHost)); #endif #ifdef Test return Test_Func(); #else return Filtering(argc, argv); #endif }
uint16_t SmoothADC::getADCVal() { if (ADCChannel.NumAcq & DEF_BIT_ACQ) { Filtering(); } return ADCChannel.Average; }