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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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                  <a href="#cogl-2.0-experimental-3D-textures.description" class="shortcut">Description</a>
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<div class="refentry">
<a name="cogl-2.0-experimental-3D-textures"></a><div class="titlepage"></div>
<div class="refnamediv"><table width="100%"><tr>
<td valign="top">
<h2><span class="refentrytitle"><a name="cogl-2.0-experimental-3D-textures.top_of_page"></a>3D textures</span></h2>
<p>3D textures — Functions for creating and manipulating 3D textures</p>
</td>
<td valign="top" align="right"></td>
</tr></table></div>
<div class="refsynopsisdiv">
<a name="cogl-2.0-experimental-3D-textures.synopsis"></a><h2>Synopsis</h2>
<pre class="synopsis">                    <a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D">CoglTexture3D</a>;
<a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="returnvalue">CoglTexture3D</span></a> *     <a class="link" href="cogl-2.0-experimental-3D-textures.html#cogl-texture-3d-new-with-size" title="cogl_texture_3d_new_with_size ()">cogl_texture_3d_new_with_size</a>       (<em class="parameter"><code><a class="link" href="cogl-2.0-experimental-The-Top-Level-Context.html#CoglContext" title="CoglContext"><span class="type">CoglContext</span></a> *context</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> width</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> height</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> depth</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> internal_format</code></em>);
<a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="returnvalue">CoglTexture3D</span></a> *     <a class="link" href="cogl-2.0-experimental-3D-textures.html#cogl-texture-3d-new-from-bitmap" title="cogl_texture_3d_new_from_bitmap ()">cogl_texture_3d_new_from_bitmap</a>     (<em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Bitmap.html#CoglBitmap" title="CoglBitmap"><span class="type">CoglBitmap</span></a> *bitmap</code></em>,
                                                         <em class="parameter"><code>unsigned <span class="type">int</span> height</code></em>,
                                                         <em class="parameter"><code>unsigned <span class="type">int</span> depth</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> internal_format</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Exception-handling.html#CoglError" title="CoglError"><span class="type">CoglError</span></a> **error</code></em>);
<a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="returnvalue">CoglTexture3D</span></a> *     <a class="link" href="cogl-2.0-experimental-3D-textures.html#cogl-texture-3d-new-from-data" title="cogl_texture_3d_new_from_data ()">cogl_texture_3d_new_from_data</a>       (<em class="parameter"><code><a class="link" href="cogl-2.0-experimental-The-Top-Level-Context.html#CoglContext" title="CoglContext"><span class="type">CoglContext</span></a> *context</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> width</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> height</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> depth</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> format</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> internal_format</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> rowstride</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> image_stride</code></em>,
                                                         <em class="parameter"><code>const <span class="type">uint8_t</span> *data</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Exception-handling.html#CoglError" title="CoglError"><span class="type">CoglError</span></a> **error</code></em>);
<a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglBool" title="CoglBool"><span class="returnvalue">CoglBool</span></a>            <a class="link" href="cogl-2.0-experimental-3D-textures.html#cogl-is-texture-3d" title="cogl_is_texture_3d ()">cogl_is_texture_3d</a>                  (<em class="parameter"><code><span class="type">void</span> *object</code></em>);
</pre>
</div>
<div class="refsect1">
<a name="cogl-2.0-experimental-3D-textures.description"></a><h2>Description</h2>
<p>
These functions allow 3D textures to be used. 3D textures can be
thought of as layers of 2D images arranged into a cuboid
shape. When choosing a texel from the texture, Cogl will take into
account the 'r' texture coordinate to select one of the images.
</p>
</div>
<div class="refsect1">
<a name="cogl-2.0-experimental-3D-textures.details"></a><h2>Details</h2>
<div class="refsect2">
<a name="CoglTexture3D"></a><h3>CoglTexture3D</h3>
<pre class="programlisting">typedef struct _CoglTexture3D CoglTexture3D;</pre>
</div>
<hr>
<div class="refsect2">
<a name="cogl-texture-3d-new-with-size"></a><h3>cogl_texture_3d_new_with_size ()</h3>
<pre class="programlisting"><a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="returnvalue">CoglTexture3D</span></a> *     cogl_texture_3d_new_with_size       (<em class="parameter"><code><a class="link" href="cogl-2.0-experimental-The-Top-Level-Context.html#CoglContext" title="CoglContext"><span class="type">CoglContext</span></a> *context</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> width</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> height</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> depth</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> internal_format</code></em>);</pre>
<p>
Creates a new <a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="type">CoglTexture3D</span></a> texture with the specified dimensions
and pixel format.
</p>
<p>
The storage for the texture is not allocated before this function
returns. You can call <code class="function">cogl_texture_allocate()</code> to explicitly
allocate the underlying storage or preferably let Cogl
automatically allocate storage lazily when it may know more about
how the texture is going to be used and can optimize how it is
allocated.
</p>
<p>
</p>
<div class="note" style="margin-left: 0.5in; margin-right: 0.5in;">
<h3 class="title">Note</h3>This texture will fail to allocate later if
<a class="link" href="cogl-2.0-experimental-The-Top-Level-Context.html#COGL-FEATURE-ID-TEXTURE-3D:CAPS"><code class="literal">COGL_FEATURE_ID_TEXTURE_3D</code></a> is not advertised. Allocation can also
fail if the requested dimensions are not supported by the
GPU.</div>
<p>
</p>
<div class="variablelist"><table border="0" class="variablelist">
<colgroup>
<col align="left" valign="top">
<col>
</colgroup>
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>context</code></em> :</span></p></td>
<td>a <a class="link" href="cogl-2.0-experimental-The-Top-Level-Context.html#CoglContext" title="CoglContext"><span class="type">CoglContext</span></a>
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>width</code></em> :</span></p></td>
<td>width of the texture in pixels.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>height</code></em> :</span></p></td>
<td>height of the texture in pixels.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>depth</code></em> :</span></p></td>
<td>depth of the texture in pixels.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>internal_format</code></em> :</span></p></td>
<td>the <a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> to use for the GPU
storage of the texture.</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>A new <a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="type">CoglTexture3D</span></a> object with no storage yet allocated. <span class="annotation">[<acronym title="Free data after the code is done."><span class="acronym">transfer full</span></acronym>]</span>
</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.10</p>
<p class="stability">Stability Level: Unstable</p>
</div>
<hr>
<div class="refsect2">
<a name="cogl-texture-3d-new-from-bitmap"></a><h3>cogl_texture_3d_new_from_bitmap ()</h3>
<pre class="programlisting"><a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="returnvalue">CoglTexture3D</span></a> *     cogl_texture_3d_new_from_bitmap     (<em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Bitmap.html#CoglBitmap" title="CoglBitmap"><span class="type">CoglBitmap</span></a> *bitmap</code></em>,
                                                         <em class="parameter"><code>unsigned <span class="type">int</span> height</code></em>,
                                                         <em class="parameter"><code>unsigned <span class="type">int</span> depth</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> internal_format</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Exception-handling.html#CoglError" title="CoglError"><span class="type">CoglError</span></a> **error</code></em>);</pre>
<p>
Creates a new 3D texture and initializes it with the images in
<em class="parameter"><code>bitmap</code></em>. The images are assumed to be packed together after one
another in the increasing y axis. The height of individual image is
given as <em class="parameter"><code>height</code></em> and the number of images is given in <em class="parameter"><code>depth</code></em>. The
actual height of the bitmap can be larger than <em class="parameter"><code>height</code></em> × <em class="parameter"><code>depth</code></em>. In
this case it assumes there is padding between the images.
</p>
<div class="variablelist"><table border="0" class="variablelist">
<colgroup>
<col align="left" valign="top">
<col>
</colgroup>
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>bitmap</code></em> :</span></p></td>
<td>A <a class="link" href="cogl-2.0-experimental-Bitmap.html#CoglBitmap" title="CoglBitmap"><span class="type">CoglBitmap</span></a> object.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>height</code></em> :</span></p></td>
<td>height of the texture in pixels.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>depth</code></em> :</span></p></td>
<td>depth of the texture in pixels.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>internal_format</code></em> :</span></p></td>
<td>the <a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> that will be used for storing
the buffer on the GPU. If <a class="link" href="cogl-2.0-experimental-Common-Types.html#COGL-PIXEL-FORMAT-ANY:CAPS"><code class="literal">COGL_PIXEL_FORMAT_ANY</code></a> is given then a
premultiplied format similar to the format of the source data will
be used. The default blending equations of Cogl expect premultiplied
color data; the main use of passing a non-premultiplied format here
is if you have non-premultiplied source data and are going to adjust
the blend mode (see <a class="link" href="cogl-2.0-experimental-Pipeline.html#cogl-pipeline-set-blend" title="cogl_pipeline_set_blend ()"><code class="function">cogl_pipeline_set_blend()</code></a>) or use the data for
something other than straight blending.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>error</code></em> :</span></p></td>
<td>A CoglError return location.</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>the newly created texture or <code class="literal">NULL</code>
if there was an error. <span class="annotation">[<acronym title="Free data after the code is done."><span class="acronym">transfer full</span></acronym>]</span>
</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 2.0</p>
<p class="stability">Stability Level: Unstable</p>
</div>
<hr>
<div class="refsect2">
<a name="cogl-texture-3d-new-from-data"></a><h3>cogl_texture_3d_new_from_data ()</h3>
<pre class="programlisting"><a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="returnvalue">CoglTexture3D</span></a> *     cogl_texture_3d_new_from_data       (<em class="parameter"><code><a class="link" href="cogl-2.0-experimental-The-Top-Level-Context.html#CoglContext" title="CoglContext"><span class="type">CoglContext</span></a> *context</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> width</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> height</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> depth</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> format</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> internal_format</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> rowstride</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> image_stride</code></em>,
                                                         <em class="parameter"><code>const <span class="type">uint8_t</span> *data</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-2.0-experimental-Exception-handling.html#CoglError" title="CoglError"><span class="type">CoglError</span></a> **error</code></em>);</pre>
<p>
Creates a new 3D texture and initializes it with <em class="parameter"><code>data</code></em>. The data is
assumed to be packed array of <em class="parameter"><code>depth</code></em> images. There can be padding
between the images using <em class="parameter"><code>image_stride</code></em>.
</p>
<p>
Note that this function will throw a <a class="link" href="cogl-2.0-experimental-Exception-handling.html#CoglError" title="CoglError"><span class="type">CoglError</span></a> if
<a class="link" href="cogl-2.0-experimental-The-Top-Level-Context.html#COGL-FEATURE-ID-TEXTURE-3D:CAPS"><code class="literal">COGL_FEATURE_ID_TEXTURE_3D</code></a> is not advertised. It can also fail if the
requested dimensions are not supported by the GPU.
</p>
<div class="variablelist"><table border="0" class="variablelist">
<colgroup>
<col align="left" valign="top">
<col>
</colgroup>
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>context</code></em> :</span></p></td>
<td>a <a class="link" href="cogl-2.0-experimental-The-Top-Level-Context.html#CoglContext" title="CoglContext"><span class="type">CoglContext</span></a>
</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>width</code></em> :</span></p></td>
<td>width of the texture in pixels.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>height</code></em> :</span></p></td>
<td>height of the texture in pixels.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>depth</code></em> :</span></p></td>
<td>depth of the texture in pixels.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>format</code></em> :</span></p></td>
<td>the <a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> the buffer is stored in in RAM</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>internal_format</code></em> :</span></p></td>
<td>the <a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglPixelFormat" title="enum CoglPixelFormat"><span class="type">CoglPixelFormat</span></a> that will be used for storing
the buffer on the GPU. If <a class="link" href="cogl-2.0-experimental-Common-Types.html#COGL-PIXEL-FORMAT-ANY:CAPS"><code class="literal">COGL_PIXEL_FORMAT_ANY</code></a> is given then a
premultiplied format similar to the format of the source data will
be used. The default blending equations of Cogl expect premultiplied
color data; the main use of passing a non-premultiplied format here
is if you have non-premultiplied source data and are going to adjust
the blend mode (see <a class="link" href="cogl-2.0-experimental-Pipeline.html#cogl-pipeline-set-blend" title="cogl_pipeline_set_blend ()"><code class="function">cogl_pipeline_set_blend()</code></a>) or use the data for
something other than straight blending.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>rowstride</code></em> :</span></p></td>
<td>the memory offset in bytes between the starts of
scanlines in <em class="parameter"><code>data</code></em> or 0 to infer it from the width and format</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>image_stride</code></em> :</span></p></td>
<td>the number of bytes from one image to the next. This
can be used to add padding between the images in a similar way
that the rowstride can be used to add padding between
rows. Alternatively 0 can be passed to infer the <em class="parameter"><code>image_stride</code></em>
from the <em class="parameter"><code>height</code></em>.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>data</code></em> :</span></p></td>
<td>pointer the memory region where the source buffer resides</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>error</code></em> :</span></p></td>
<td>A CoglError return location.</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>the newly created <a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="type">CoglTexture3D</span></a> or
<code class="literal">NULL</code> if there was an error an an exception will be
returned through <em class="parameter"><code>error</code></em>. <span class="annotation">[<acronym title="Free data after the code is done."><span class="acronym">transfer full</span></acronym>]</span>
</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.10</p>
<p class="stability">Stability Level: Unstable</p>
</div>
<hr>
<div class="refsect2">
<a name="cogl-is-texture-3d"></a><h3>cogl_is_texture_3d ()</h3>
<pre class="programlisting"><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglBool" title="CoglBool"><span class="returnvalue">CoglBool</span></a>            cogl_is_texture_3d                  (<em class="parameter"><code><span class="type">void</span> *object</code></em>);</pre>
<p>
Checks whether the given object references a <a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="type">CoglTexture3D</span></a>
</p>
<div class="variablelist"><table border="0" class="variablelist">
<colgroup>
<col align="left" valign="top">
<col>
</colgroup>
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>object</code></em> :</span></p></td>
<td>a <a class="link" href="cogl-2.0-experimental-The-Object-Interface.html#CoglObject" title="CoglObject"><span class="type">CoglObject</span></a>
</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>
<code class="literal">TRUE</code> if the passed object represents a 3D texture
and <code class="literal">FALSE</code> otherwise</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.4</p>
<p class="stability">Stability Level: Unstable</p>
</div>
</div>
</div>
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