pub struct Texture2D { /* private fields */ }
Expand description
A 2D texture, basically an image that is transferred to the GPU.
Implementations§
source§impl Texture2D
impl Texture2D
sourcepub fn new(context: &Context, cpu_texture: &CpuTexture) -> Self
pub fn new(context: &Context, cpu_texture: &CpuTexture) -> Self
Construcs a new texture with the given data.
Note: Mip maps will not be generated for RGB16F and RGB32F format, even if mip_map_filter
is specified.
sourcepub fn new_empty<T: TextureDataType>(
context: &Context,
width: u32,
height: u32,
min_filter: Interpolation,
mag_filter: Interpolation,
mip_map_filter: Option<Interpolation>,
wrap_s: Wrapping,
wrap_t: Wrapping
) -> Self
pub fn new_empty<T: TextureDataType>( context: &Context, width: u32, height: u32, min_filter: Interpolation, mag_filter: Interpolation, mip_map_filter: Option<Interpolation>, wrap_s: Wrapping, wrap_t: Wrapping ) -> Self
Constructs a new empty 2D texture with the given parameters. The format is determined by the generic TextureDataType parameter (for example, if [u8; 4] is specified, the format is RGBA and the data type is byte).
Note: Mip maps will not be generated for RGB16F and RGB32F format, even if mip_map_filter
is specified.
sourcepub fn fill<T: TextureDataType>(&mut self, data: &[T])
pub fn fill<T: TextureDataType>(&mut self, data: &[T])
Fills this texture with the given data.
§Panic
Will panic if the length of the data does not correspond to the width, height and format specified at construction. It is therefore necessary to create a new texture if the texture size or format has changed.
sourcepub fn as_color_target(&mut self, mip_level: Option<u32>) -> ColorTarget<'_>
pub fn as_color_target(&mut self, mip_level: Option<u32>) -> ColorTarget<'_>
Returns a ColorTarget which can be used to clear, write to and read from the given mip level of this texture.
Combine this together with a DepthTarget with RenderTarget::new to be able to write to both a depth and color target at the same time.
If None
is specified as the mip level, the 0 level mip level is used and mip maps are generated after a write operation if a mip map filter is specified.
Otherwise, the given mip level is used and no mip maps are generated.
Note: DepthTest is disabled if not also writing to a depth texture.