Module gfx::tex []

Texture creation and modification.

"Texture" is an overloaded term. In gfx-rs, a texture consists of two separate pieces of information: image storage description (which is immutable for a single texture object), and image data. To actually use a texture, a "sampler" is needed, which provides a way of accessing the image data. Image data consists of an array of "texture elements", or texels.

Structs

DepthStencilDesc

Texture depth-stencil view descriptor.

DepthStencilFlags

Depth-stencil read-only flags

Descriptor

Texture storage descriptor.

ImageInfoCommon

Describes a subvolume of a texture, which image data can be uploaded into.

Lod

A wrapper for the LOD level of a texture.

PackedColor

A wrapper for the 8bpp RGBA color, encoded as u32.

RenderDesc

Texture render view descriptor.

ResourceDesc

Texture resource view descriptor.

SamplerInfo

Specifies how to sample from a texture.

Enums

AaMode

Describes the configuration of samples inside each texel.

CubeFace

The face of a cube texture to do an operation on.

Error

Pure texture object creation error.

FilterMethod

How to filter the texture when sampling. They correspond to increasing levels of quality, but also cost. They "layer" on top of each other: it is not possible to have bilinear filtering without mipmapping, for example.

Kind

Specifies the kind of a texture storage to be allocated.

WrapMode

Specifies how texture coordinates outside the range [0, 1] are handled.

Constants

CUBE_FACES

A constant array of cube faces in the order they map to the hardware.

RO_DEPTH

Depth is read-only in the view.

RO_DEPTH_STENCIL

Both depth and stencil are read-only.

RO_STENCIL

Stencil is read-only in the view.

Type Definitions

Bits
Dimensions
Layer
Level
NewImageInfo
NumFragments
NumSamples
RawImageInfo
Size