Name | Type | Description |
---|---|---|
options |
TextureSourceOptions<T> |
options for creating a new TextureSource |
Extends
- EventEmitter
Implements
Members
defaultOptions TextureSourceOptions static
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.
i unique resource id, used by the bind group systems. This can change if the texture is resized or its resource changes
setting this will set wrapModeU,wrapModeV and wrapModeW all at once!
alphaMode ALPHA_MODES
the alpha mode of the texture
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.
- Default Value:
- false
If true, the Garbage Collector will unload this texture if it is not used after a period of time
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.
- Default Value:
- false
Has the source been destroyed?
how many dimensions does this texture have? currently v8 only supports 2d
- Default Value:
- "2d"
the format that the texture data has
- Default Value:
- "rgba8unorm"
the height of this texture source, accounting for resolution eg pixelHeight 200, resolution 2, then height will be 100
- Default Value:
- 1
optional label, can be used for debugging
Specifies the minimum and maximum levels of detail, respectively, used internally when sampling a texture.
Specifies the minimum and maximum levels of detail, respectively, used internally when sampling a texture.
magFilter SCALE_MODE
Specifies the sampling behavior when the sample footprint is smaller than or equal to one texel.
minFilter SCALE_MODE
Specifies the sampling behavior when the sample footprint is larger than one texel.
The number of mip levels to generate for this texture. this is overridden if autoGenerateMipmaps is true
- Default Value:
- 1
mipmapFilter SCALE_MODE
Specifies behavior for sampling between mipmap levels.
the pixel height of this texture source. This is the REAL pure number, not accounting resolution
- Default Value:
- 1
the pixel width of this texture source. This is the REAL pure number, not accounting resolution
- Default Value:
- 1
setting this will set wrapModeU,wrapModeV and wrapModeW all at once!
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)
the resource that will be upladed to the GPU. This is where we get our pixels from eg an ImageBimt / Canvas / Video etc
the height of the resource. This is the REAL pure number, not accounting resolution
the width of the resource. This is the REAL pure number, not accounting resolution
scaleMode SCALE_MODE
setting this will set magFilter,minFilter and mipmapFilter all at once!
source TextureSource
returns itself
style TextureStyle
the style of the texture
unique id for this Texture source
the width of this texture source, accounting for resolution eg pixelWidth 200, resolution 2, then width will be 100
- Default Value:
- 1
Used by the batcher to build texture batches. faster to have the variable here!
- Default Value:
- -1
A temporary batch location for the texture batching. Here for performance reasons only!
- Default Value:
- -1
Used by automatic texture Garbage Collection, stores last GC tick when it was bound
- Default Value:
- 0
Methods
Destroys this texture source
Resize the texture, this is handy if you want to use the texture as a render texture
Name | Type | Attributes | Description |
---|---|---|---|
width |
number |
<optional> |
the new width of the texture |
height |
number |
<optional> |
the new height of the texture |
resolution |
number |
<optional> |
the new resolution of the texture |
Returns:
Type | Description |
---|---|
boolean |
|
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.
call this if you have modified the texture outside of the constructor
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,