Struct aflak_imgui_glium_renderer::Texture[][src]

pub struct Texture(_);

Handle to a glium texture

Implements [Deref] to get direct access to the underlying Texture2d object.

Methods

impl Texture
[src]

Methods from Deref<Target = Texture2d>

Builds a Sampler marker object that allows you to indicate how the texture should be sampled from inside a shader.

Example

let uniforms = uniform! {
    color_texture: texture.sampled().magnify_filter(glium::uniforms::MagnifySamplerFilter::Nearest)
};

Determines the internal format of this texture.

The backend may not support querying the actual format, in which case an error is returned.

Returns the width of that image.

Returns the height of that image.

Returns the width and height of that image.

Starts drawing on the texture.

All the function calls to the framebuffer will draw on the texture instead of the screen.

Low-level information

The first time that this function is called, a FrameBuffer Object will be created and cached. The following calls to as_surface will load the existing FBO and re-use it. When the texture is destroyed, the FBO is destroyed too.

Returns the number of mipmap levels of the texture.

The minimum value is 1, since there is always a main texture.

Reads the content of the texture to RAM. This method may only read U8U8U8U8 data, as it is the only format guaranteed to be supported across all OpenGL versions.

You should avoid doing this at all cost during performance-critical operations (for example, while you're drawing). Use read_to_pixel_buffer instead.

Reads the content of the texture into a buffer in video memory. This method may only read U8U8U8U8 data, as it is the only format guaranteed to be supported across all OpenGL versions.

This operation copies the texture's data into a buffer in video memory (a pixel buffer). Contrary to the read function, this operation is done asynchronously and doesn't need a synchronization.

Unsafely reads the content of the texture to RAM in the specified pixel format. It is possible that the current OpenGL context does not support the given format, in which case the returned data will be invalid.

You should avoid doing this at all cost during performance-critical operations (for example, while you're drawing). Use read_to_pixel_buffer instead.

Unsafely reads the content of the texture into a buffer in video memory. It is possible that the current OpenGL context does not support the given format, in which case the returned data will be invalid.

This operation copies the texture's data into a buffer in video memory (a pixel buffer). Contrary to the read function, this operation is done asynchronously and doesn't need a synchronization.

Uploads some data in the texture.

Note that this may cause a synchronization if you use the texture right before or right after this call. Prefer creating a whole new texture if you change a huge part of it.

Panic

Panics if the the dimensions of data don't match the Rect.

Access a single mipmap level of this texture.

Access the main mipmap level of this texture.

Trait Implementations

impl ImTexture for Texture
[src]

Query texture size, in pixels (for convenience)

impl Deref for Texture
[src]

The resulting type after dereferencing.

Dereferences the value.

impl FromImTexture for Texture
[src]

Important traits for &'a mut R

Important traits for &'a mut R

Auto Trait Implementations

impl !Send for Texture

impl !Sync for Texture