pub struct Texture2D { /* private fields */ }
Expand description

A 2D texture, basically an image that is transferred to the GPU.

Implementations

Construcs a new texture with the given data.

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).

Fills this texture with the given data.

Errors

Returns an error 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.

Renders whatever rendered in the render closure into the texture. Before writing, the texture is cleared based on the given clear state.

Note: DepthTest is disabled if not also writing to a depth texture. Use a RenderTarget to write to both color and depth.

Returns the values of the pixels in this texture inside the given viewport. The number of channels per pixel and the data format for each channel is specified by the generic parameter.

Note: On web, the data format needs to match the data format of this texture.

The width of this texture.

The height of this texture.

Trait Implementations

Executes the destructor for this type. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more

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Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

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