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    Class CompressedSourceAdvanced

    A texture source that uses a compressed resource, such as an array of Uint8Arrays. It is used for compressed textures that can be uploaded to the GPU.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    alphaMode: ALPHA_MODES

    the alpha mode of the texture

    antialias: boolean = false

    Only really affects RenderTextures. Should we use antialiasing for this texture. It will look better, but may impact performance as a Blit operation will be required to resolve the texture.

    autoGarbageCollect: boolean

    If true, the Garbage Collector will unload this texture if it is not used after a period of time

    autoGenerateMipmaps: boolean = false

    Should we auto generate mipmaps for this texture? This will automatically generate mipmaps for this texture when uploading to the GPU. Mipmapped textures take up more memory, but can look better when scaled down.

    For performance reasons, it is recommended to NOT use this with RenderTextures, as they are often updated every frame. If you do, make sure to call updateMipmaps after you update the texture.

    destroyed: boolean

    Has the source been destroyed?

    dimension: TEXTURE_DIMENSIONS = '2d'

    how many dimensions does this texture have? currently v8 only supports 2d

    format: TEXTURE_FORMATS = 'rgba8unorm'

    the format that the texture data has

    height: number = 1

    the height of this texture source, accounting for resolution eg pixelHeight 200, resolution 2, then height will be 100

    isPowerOfTwo: boolean
    label: string

    optional label, can be used for debugging

    mipLevelCount: number = 1

    The number of mip levels to generate for this texture. this is overridden if autoGenerateMipmaps is true

    pixelHeight: number = 1

    the pixel height of this texture source. This is the REAL pure number, not accounting resolution

    pixelWidth: number = 1

    the pixel width of this texture source. This is the REAL pure number, not accounting resolution

    resource: Uint8Array[]

    the resource that will be uploaded to the GPU. This is where we get our pixels from eg an ImageBimt / Canvas / Video etc

    uid: number = ...

    unique id for this Texture source

    width: number = 1

    the width of this texture source, accounting for resolution eg pixelWidth 200, resolution 2, then width will be 100

    defaultOptions: TextureSourceOptions = ...

    The default options used when creating a new TextureSource. override these to add your own defaults

    A helper function that creates a new TextureSource based on the resource you provide.

    Type declaration

    Accessors

    • get addressMode(): WRAP_MODE

      setting this will set wrapModeU,wrapModeV and wrapModeW all at once!

      Returns WRAP_MODE

    • set addressMode(value: WRAP_MODE): void

      Parameters

      Returns void

    • get lodMaxClamp(): number

      Specifies the minimum and maximum levels of detail, respectively, used internally when sampling a texture.

      Returns number

    • set lodMaxClamp(value: number): void

      Parameters

      • value: number

      Returns void

    • get lodMinClamp(): number

      Specifies the minimum and maximum levels of detail, respectively, used internally when sampling a texture.

      Returns number

    • set lodMinClamp(value: number): void

      Parameters

      • value: number

      Returns void

    • get magFilter(): SCALE_MODE

      Specifies the sampling behavior when the sample footprint is smaller than or equal to one texel.

      Returns SCALE_MODE

    • set magFilter(value: SCALE_MODE): void

      Parameters

      Returns void

    • get minFilter(): SCALE_MODE

      Specifies the sampling behavior when the sample footprint is larger than one texel.

      Returns SCALE_MODE

    • set minFilter(value: SCALE_MODE): void

      Parameters

      Returns void

    • get mipmapFilter(): SCALE_MODE

      Specifies behavior for sampling between mipmap levels.

      Returns SCALE_MODE

    • set mipmapFilter(value: SCALE_MODE): void

      Parameters

      Returns void

    • get repeatMode(): WRAP_MODE

      setting this will set wrapModeU,wrapModeV and wrapModeW all at once!

      Returns WRAP_MODE

    • set repeatMode(value: WRAP_MODE): void

      Parameters

      Returns void

    • get resolution(): number

      the resolution of the texture. Changing this number, will not change the number of pixels in the actual texture but will the size of the texture when rendered.

      changing the resolution of this texture to 2 for example will make it appear twice as small when rendered (as pixel density will have increased)

      Returns number

    • set resolution(resolution: number): void

      Parameters

      • resolution: number

      Returns void

    • get resourceHeight(): number

      the height of the resource. This is the REAL pure number, not accounting resolution

      Returns number

    • get resourceWidth(): number

      the width of the resource. This is the REAL pure number, not accounting resolution

      Returns number

    • get scaleMode(): SCALE_MODE

      setting this will set magFilter,minFilter and mipmapFilter all at once!

      Returns SCALE_MODE

    • set scaleMode(value: SCALE_MODE): void

      Parameters

      Returns void

    • get wrapMode(): WRAP_MODE

      Returns WRAP_MODE

    • set wrapMode(value: WRAP_MODE): void

      Parameters

      Returns void

    Methods

    • Resize the texture, this is handy if you want to use the texture as a render texture

      Parameters

      • Optionalwidth: number

        the new width of the texture

      • Optionalheight: number

        the new height of the texture

      • Optionalresolution: number

        the new resolution of the texture

      Returns boolean

      • if the texture was resized
    • This will unload the Texture source from the GPU. This will free up the GPU memory As soon as it is required fore rendering, it will be re-uploaded.

      Returns void

    • call this if you have modified the texture outside of the constructor

      Returns void

    • Lets the renderer know that this texture has been updated and its mipmaps should be re-generated. This is only important for RenderTexture instances, as standard Texture instances will have their mipmaps generated on upload. You should call this method after you make any change to the texture

      The reason for this is is can be quite expensive to update mipmaps for a texture. So by default, We want you, the developer to specify when this action should happen.

      Generally you don't want to have mipmaps generated on Render targets that are changed every frame,

      Returns void

    • Parameters

      • _resource: any

      Returns any