Module three_d::core::texture[][src]

Expand description

Different types of textures used by the GPU to read from and write to.

Structs

A CPU-side version of a texture, for example Texture2D. Can be constructed manually or loaded via Loader.

A 2D color texture that can be rendered into and read from.

A array of 2D color textures that can be rendered into.

A 2D depth texture that can be rendered into and read from. See also RenderTarget.

An array of 2D depth textures that can be rendered into and read from. See also RenderTargetArray.

A 2D texture, basically an image that is transferred to the GPU. For a texture that can be rendered into, see ColorTargetTexture2D.

A texture that covers all 6 sides of a cube.

Enums

Type of formats for depth render targets (DepthTargetTexture2D and DepthTargetTexture2DArray).

Possible formats for pixels in a texture.

Possible modes of interpolation which determines the texture output between texture pixels.

Possible wrapping modes for a texture which determines how the texture is applied outside of the [0..1] uv coordinate range.

Traits

A texture that can be sampled in a fragment shader (see use_texture).

A texture array that can be sampled in a fragment shader (see use_texture_array).

A texture cube that can be sampled in a fragment shader (see use_texture_cube).

The basic data type used for each channel of each pixel in a texture.