Struct nannou::ui::backend::glium::glium::texture::unsigned_texture2d_multisample::UnsignedTexture2dMultisample[][src]

pub struct UnsignedTexture2dMultisample(_);

A two-dimensional texture containing unsigned integral data.

Methods

impl UnsignedTexture2dMultisample
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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)
};

impl UnsignedTexture2dMultisample
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Determines the internal format of this texture.

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

Creates an empty texture.

No mipmap level (except for the main level) will be allocated or generated.

The texture will contain undefined data.

Creates an empty texture with a specific format.

The texture (and its mipmaps) will contain undefined data.

Creates an empty texture. Specifies whether is has mipmaps.

The texture (and its mipmaps) will contain undefined data.

Builds a new texture reference from an existing, externally created OpenGL texture. If owned is true, this reference will take ownership of the texture and be responsible for cleaning it up. Otherwise, the texture must be cleaned up externally, but only after this reference's lifetime has ended.

Returns the width of that image.

Returns the height of that image.

Returns the number of samples 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.

Turns the texture into a ResidentTexture.

This allows you to use the texture in a much more efficient way by storing a "reference to it" in a buffer (actually not a reference but a raw pointer).

See the documentation of ResidentTexture for more infos.

Access a single mipmap level of this texture.

Access the main mipmap level of this texture.

Methods from Deref<Target = TextureAny>

Returns the width of the texture.

Returns the height of the texture.

Returns the depth of the texture.

Returns the kind of texture.

Returns the dimensions of the texture.

Returns the array size of the texture.

Returns the number of samples of the texture if it is a multisampling texture.

Returns a structure that represents the first layer of the texture. All textures have a first layer.

Returns a structure that represents a specific layer of the texture.

Non-array textures have only one layer. The number of layers can be queried with get_array_size.

Returns None if out of range.

Returns the type of the texture (1D, 2D, 3D, etc.).

Determines the internal format of this texture.

Returns the number of mipmap levels of the texture.

Returns a structure that represents the main mipmap level of the texture.

Returns a structure that represents a specific mipmap of the texture.

Returns None if out of range.

Binds this texture and generates mipmaps.

Trait Implementations

impl<'a> AsUniformValue for &'a UnsignedTexture2dMultisample
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Builds a UniformValue.

impl Debug for UnsignedTexture2dMultisample
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Formats the value using the given formatter. Read more

impl<'t> ToColorAttachment<'t> for &'t UnsignedTexture2dMultisample
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Builds the ColorAttachment.

impl GlObject for UnsignedTexture2dMultisample
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The type of identifier for this object.

Returns the id of the object.

impl Deref for UnsignedTexture2dMultisample
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The resulting type after dereferencing.

Dereferences the value.

Auto Trait Implementations