CustomProceduralTexture

Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images. Custom Procedural textures are the easiest way to create your own procedural in your application.

see

http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures

Hierarchy

Index

Constructors

Properties

Methods

Constructors

constructor

Find examples in Playground
  • Instantiates a new Custom Procedural Texture. Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images. Custom Procedural textures are the easiest way to create your own procedural in your application.

    see

    http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures

    Parameters

    • name: string

      Define the name of the texture

    • texturePath: string

      Define the folder path containing all the cutom texture related files (config, shaders...)

    • size: number

      Define the size of the texture to create

    • scene: Scene

      Define the scene the texture belongs to

    • Optional fallbackTexture: Texture

      Define a fallback texture in case there were issues to create the custom texture

    • Optional generateMipMaps: boolean

      Define if the texture should creates mip maps or not

    Returns CustomProceduralTexture

Properties

animate

Find examples in Playground
animate: boolean

Define if the texture animates or not.

animations

Find examples in Playground
animations: Animation[]

Define the list of animation attached to the texture.

anisotropicFilteringLevel

Find examples in Playground
anisotropicFilteringLevel: number

With compliant hardware and browser (supporting anisotropic filtering) this defines the level of anisotropic filtering in the texture. The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.

autoClear

Find examples in Playground
autoClear: boolean

Define if the texture must be cleared before rendering (default is true)

canRescale

Find examples in Playground
canRescale: boolean

Get if the texture can rescale.

coordinatesIndex

Find examples in Playground
coordinatesIndex: number

Define the UV chanel to use starting from 0 and defaulting to 0. This is part of the texture as textures usually maps to one uv set.

coordinatesMode

Find examples in Playground
coordinatesMode: number

How a texture is mapped.

Value Type Description
0 EXPLICIT_MODE
1 SPHERICAL_MODE
2 PLANAR_MODE
3 CUBIC_MODE
4 PROJECTION_MODE
5 SKYBOX_MODE
6 INVCUBIC_MODE
7 EQUIRECTANGULAR_MODE
8 FIXED_EQUIRECTANGULAR_MODE
9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE

delayLoadState

Find examples in Playground
delayLoadState: number

Define the current state of the loading sequence when in delayed load mode.

gammaSpace

Find examples in Playground
gammaSpace: boolean

Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials

getAlphaFromRGB

Find examples in Playground
getAlphaFromRGB: boolean

Defines if the alpha value should be determined via the rgb values. If true the luminance of the pixel might be used to find the corresponding alpha value.

hasAlpha

Find examples in Playground
hasAlpha: boolean

Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).

invertY

Find examples in Playground
invertY: boolean

Gets a boolean indicating if the texture needs to be inverted on the y axis during loading

invertZ

Find examples in Playground
invertZ: boolean

Is Z inverted in the texture (useful in a cube texture).

is3D

Find examples in Playground
is3D: boolean

Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.

isBlocking

Find examples in Playground
isBlocking: boolean

Is the texture preventing material to render while loading. If false, a default texture will be used instead of the loading one during the preparation step.

isCube

Find examples in Playground
isCube: boolean

isEnabled

Find examples in Playground
isEnabled: boolean

Define if the texture is enabled or not (disabled texture will not render)

isRGBD

Find examples in Playground
isRGBD: boolean

Gets whether or not the texture contains RGBD data.

isRenderTarget

Find examples in Playground
isRenderTarget: boolean

Define if the texture is a render target.

level

Find examples in Playground
level: number

Intensity or strength of the texture. It is commonly used by materials to fine tune the intensity of the texture

lodGenerationOffset

Find examples in Playground
lodGenerationOffset: number

With prefiltered texture, defined the offset used during the prefiltering steps.

lodGenerationScale

Find examples in Playground
lodGenerationScale: number

With prefiltered texture, defined the scale used during the prefiltering steps.

metadata

Find examples in Playground
metadata: any

Gets or sets an object used to store user defined information.

name

Find examples in Playground
name: string

Define the name of the texture.

noMipmap

Find examples in Playground
noMipmap: boolean

Are mip maps generated for this texture or not.

onDispose

Find examples in Playground
onDispose: function

Callback triggered when the texture has been disposed. Kept for back compatibility, you can use the onDisposeObservable instead.

Type declaration

    • (): void
    • Returns void

onDisposeObservable

Find examples in Playground
onDisposeObservable: Observable<BaseTexture>

An event triggered when the texture is disposed.

onGenerated

Find examples in Playground
onGenerated: function

Callback called when the texture is generated

Type declaration

    • (): void
    • Returns void

onGeneratedObservable

Find examples in Playground
onGeneratedObservable: Observable<ProceduralTexture>

Event raised when the texture is generated

onLoadObservable

Find examples in Playground
onLoadObservable: Observable<Texture>

Observable triggered once the texture has been loaded.

refreshRate

Find examples in Playground
refreshRate: number

Define the refresh rate of the texture or the rendering frequency. Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...

reservedDataStore

Find examples in Playground
reservedDataStore: any

For internal use only. Please do not use.

samplingMode

Find examples in Playground
samplingMode: number

Get the current sampling mode associated with the texture.

sphericalPolynomial

Find examples in Playground
sphericalPolynomial: Nullable<SphericalPolynomial>

Get the polynomial representation of the texture data. This is mainly use as a fast way to recover IBL Diffuse irradiance data.

see

https://learnopengl.com/PBR/IBL/Diffuse-irradiance

textureFormat

Find examples in Playground
textureFormat: number

Get the texture underlying format (RGB, RGBA...)

textureType

Find examples in Playground
textureType: number

Get the texture underlying type (INT, FLOAT...)

uAng

Find examples in Playground
uAng: number

Define an offset on the texture to rotate around the u coordinates of the UVs

see

http://doc.babylonjs.com/how_to/more_materials

uOffset

Find examples in Playground
uOffset: number

Define an offset on the texture to offset the u coordinates of the UVs

see

http://doc.babylonjs.com/how_to/more_materials#offsetting

uRotationCenter

Find examples in Playground
uRotationCenter: number

Defines the center of rotation (U)

uScale

Find examples in Playground
uScale: number

Define an offset on the texture to scale the u coordinates of the UVs

see

http://doc.babylonjs.com/how_to/more_materials#tiling

uid

Find examples in Playground
uid: string

Define the unique id of the texture in the scene.

uniqueId

Find examples in Playground
uniqueId: number

Gets or sets the unique id of the texture

url

Find examples in Playground
url: Nullable<string>

Define the url of the texture.

vAng

Find examples in Playground
vAng: number

Define an offset on the texture to rotate around the v coordinates of the UVs

see

http://doc.babylonjs.com/how_to/more_materials

vOffset

Find examples in Playground
vOffset: number

Define an offset on the texture to offset the v coordinates of the UVs

see

http://doc.babylonjs.com/how_to/more_materials#offsetting

vRotationCenter

Find examples in Playground
vRotationCenter: number

Defines the center of rotation (V)

vScale

Find examples in Playground
vScale: number

Define an offset on the texture to scale the v coordinates of the UVs

see

http://doc.babylonjs.com/how_to/more_materials#tiling

wAng

Find examples in Playground
wAng: number

Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)

see

http://doc.babylonjs.com/how_to/more_materials

wRotationCenter

Find examples in Playground
wRotationCenter: number

Defines the center of rotation (W)

wrapR

Find examples in Playground
wrapR: number
Value Type Description
0 CLAMP_ADDRESSMODE
1 WRAP_ADDRESSMODE
2 MIRROR_ADDRESSMODE

wrapU

Find examples in Playground
wrapU: number
Value Type Description
0 CLAMP_ADDRESSMODE
1 WRAP_ADDRESSMODE
2 MIRROR_ADDRESSMODE

wrapV

Find examples in Playground
wrapV: number
Value Type Description
0 CLAMP_ADDRESSMODE
1 WRAP_ADDRESSMODE
2 MIRROR_ADDRESSMODE

Static BILINEAR_SAMPLINGMODE

Find examples in Playground
BILINEAR_SAMPLINGMODE: number

Bilinear is mag = linear and min = linear and mip = nearest

Static CLAMP_ADDRESSMODE

Find examples in Playground
CLAMP_ADDRESSMODE: number

Texture is not repeating outside of 0..1 UVs

Static CUBIC_MODE

Find examples in Playground
CUBIC_MODE: number

Cubic coordinates mode

Static DEFAULT_ANISOTROPIC_FILTERING_LEVEL

Find examples in Playground
DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number

Default anisotropic filtering level for the application. It is set to 4 as a good tradeoff between perf and quality.

Static EQUIRECTANGULAR_MODE

Find examples in Playground
EQUIRECTANGULAR_MODE: number

Equirectangular coordinates mode

Static EXPLICIT_MODE

Find examples in Playground
EXPLICIT_MODE: number

Explicit coordinates mode

Static FIXED_EQUIRECTANGULAR_MIRRORED_MODE

Find examples in Playground
FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number

Equirectangular Fixed Mirrored coordinates mode

Static FIXED_EQUIRECTANGULAR_MODE

Find examples in Playground
FIXED_EQUIRECTANGULAR_MODE: number

Equirectangular Fixed coordinates mode

Static INVCUBIC_MODE

Find examples in Playground
INVCUBIC_MODE: number

Inverse Cubic coordinates mode

Static LINEAR_LINEAR

Find examples in Playground
LINEAR_LINEAR: number

mag = linear and min = linear and mip = none

Static LINEAR_LINEAR_MIPLINEAR

Find examples in Playground
LINEAR_LINEAR_MIPLINEAR: number

Trilinear is mag = linear and min = linear and mip = linear

Static LINEAR_LINEAR_MIPNEAREST

Find examples in Playground
LINEAR_LINEAR_MIPNEAREST: number

Bilinear is mag = linear and min = linear and mip = nearest

Static LINEAR_NEAREST

Find examples in Playground
LINEAR_NEAREST: number

mag = linear and min = nearest and mip = none

Static LINEAR_NEAREST_MIPLINEAR

Find examples in Playground
LINEAR_NEAREST_MIPLINEAR: number

mag = linear and min = nearest and mip = linear

Static LINEAR_NEAREST_MIPNEAREST

Find examples in Playground
LINEAR_NEAREST_MIPNEAREST: number

mag = linear and min = nearest and mip = nearest

Static MIRROR_ADDRESSMODE

Find examples in Playground
MIRROR_ADDRESSMODE: number

Texture is repeating and mirrored

Static NEAREST_LINEAR

Find examples in Playground
NEAREST_LINEAR: number

mag = nearest and min = linear and mip = none

Static NEAREST_LINEAR_MIPLINEAR

Find examples in Playground
NEAREST_LINEAR_MIPLINEAR: number

mag = nearest and min = linear and mip = linear

Static NEAREST_LINEAR_MIPNEAREST

Find examples in Playground
NEAREST_LINEAR_MIPNEAREST: number

mag = nearest and min = linear and mip = nearest

Static NEAREST_NEAREST

Find examples in Playground
NEAREST_NEAREST: number

mag = nearest and min = nearest and mip = none

Static NEAREST_NEAREST_MIPLINEAR

Find examples in Playground
NEAREST_NEAREST_MIPLINEAR: number

nearest is mag = nearest and min = nearest and mip = linear

Static NEAREST_NEAREST_MIPNEAREST

Find examples in Playground
NEAREST_NEAREST_MIPNEAREST: number

mag = nearest and min = nearest and mip = nearest

Static NEAREST_SAMPLINGMODE

Find examples in Playground
NEAREST_SAMPLINGMODE: number

nearest is mag = nearest and min = nearest and mip = linear

Static PLANAR_MODE

Find examples in Playground
PLANAR_MODE: number

Planar coordinates mode

Static PROJECTION_MODE

Find examples in Playground
PROJECTION_MODE: number

Projection coordinates mode

Static SKYBOX_MODE

Find examples in Playground
SKYBOX_MODE: number

Inverse Cubic coordinates mode

Static SPHERICAL_MODE

Find examples in Playground
SPHERICAL_MODE: number

Spherical coordinates mode

Static TRILINEAR_SAMPLINGMODE

Find examples in Playground
TRILINEAR_SAMPLINGMODE: number

Trilinear is mag = linear and min = linear and mip = linear

Static UseSerializedUrlIfAny

Find examples in Playground
UseSerializedUrlIfAny: boolean

Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file

Static WRAP_ADDRESSMODE

Find examples in Playground
WRAP_ADDRESSMODE: number

Texture is repeating outside of 0..1 UVs

Methods

clone

Find examples in Playground

dispose

Find examples in Playground
  • dispose(): void

getBaseSize

Find examples in Playground
  • Get the base size of the texture. It can be different from the size if the texture has been resized for POT for instance

    Returns ISize

    the base size

getClassName

Find examples in Playground
  • getClassName(): string

getContent

Find examples in Playground
  • getContent(): Nullable<ArrayBufferView>
  • Gets texture content (Use this function wisely as reading from a texture can be slow)

    Returns Nullable<ArrayBufferView>

    an ArrayBufferView (Uint8Array or Float32Array)

getEffect

Find examples in Playground
  • The effect that is created when initializing the post process.

    Returns Effect

    The created effect corrisponding the the postprocess.

getInternalTexture

Find examples in Playground

getReflectionTextureMatrix

Find examples in Playground
  • getReflectionTextureMatrix(): Matrix

getRenderSize

Find examples in Playground
  • getRenderSize(): number

getScene

Find examples in Playground

getSize

Find examples in Playground

getTextureMatrix

Find examples in Playground

isReady

Find examples in Playground
  • isReady(): boolean
  • Is the texture ready to be used ? (rendered at least once)

    Returns boolean

    true if ready, otherwise, false.

isReadyOrNotBlocking

Find examples in Playground
  • isReadyOrNotBlocking(): boolean
  • Get if the texture is ready to be consumed (either it is ready or it is not blocking)

    Returns boolean

    true if ready or not blocking

readPixels

Find examples in Playground
  • readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>
  • Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer. This will returns an RGBA array buffer containing either in values (0-255) or float values (0-1) depending of the underlying buffer type.

    Parameters

    • Optional faceIndex: number

      defines the face of the texture to read (in case of cube texture)

    • Optional level: number

      defines the LOD level of the texture to read (in case of Mip Maps)

    • Optional buffer: Nullable<ArrayBufferView>

      defines a user defined buffer to fill with data (can be null)

    Returns Nullable<ArrayBufferView>

    The Array buffer containing the pixels data.

releaseInternalTexture

Find examples in Playground
  • releaseInternalTexture(): void

render

Find examples in Playground
  • render(useCameraPostProcess?: boolean): void
  • Render the texture to its associated render target.

    Parameters

    • Optional useCameraPostProcess: boolean

      Define if camera post process should be applied to the texture

    Returns void

reset

Find examples in Playground
  • reset(): void
  • Resets the texture in order to recreate its associated resources. This can be called in case of context loss

    Returns void

resetRefreshCounter

Find examples in Playground
  • resetRefreshCounter(): void
  • Resets the refresh counter of the texture and start bak from scratch. Could be useful to regenerate the texture if it is setup to render only once.

    Returns void

resize

Find examples in Playground
  • resize(size: number, generateMipMaps: boolean): void
  • Resize the texture to new value.

    Parameters

    • size: number

      Define the new size the texture should have

    • generateMipMaps: boolean

      Define whether the new texture should create mip maps

    Returns void

scale

Find examples in Playground
  • scale(ratio: number): void
  • Scales the texture if is canRescale()

    Parameters

    • ratio: number

      the resize factor we want to use to rescale

    Returns void

serialize

Find examples in Playground
  • serialize(): any
  • Serialize the texture to a JSON representation we can easily use in the resepective Parse function.

    Returns any

    The JSON representation of the texture

setColor3

Find examples in Playground
  • Set a vec3 in the shader from a Color3.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Color3

      Define the value to give to the uniform

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

setColor4

Find examples in Playground
  • Set a vec4 in the shader from a Color4.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Color4

      Define the value to give to the uniform

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

setFloat

Find examples in Playground
  • Set a float in the shader.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number

      Define the value to give to the uniform

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

setFloats

Find examples in Playground
  • Set an array of floats in the shader.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number[]

      Define the value to give to the uniform

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

setFragment

Find examples in Playground
  • setFragment(fragment: any): void
  • Set the fragment shader to use in order to render the texture.

    Parameters

    • fragment: any

      This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.

    Returns void

setInt

Find examples in Playground
  • Set a int in the shader.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: number

      Define the value to give to the uniform

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

setMatrix

Find examples in Playground
  • Set a mat4 in the shader from a MAtrix.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Matrix

      Define the value to give to the uniform

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

setTexture

Find examples in Playground
  • Set a texture in the shader program used to render.

    Parameters

    • name: string

      Define the name of the uniform samplers as defined in the shader

    • texture: Texture

      Define the texture to bind to this sampler

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

setVector2

Find examples in Playground
  • Set a vec2 in the shader from a Vector2.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Vector2

      Define the value to give to the uniform

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

setVector3

Find examples in Playground
  • Set a vec3 in the shader from a Vector3.

    Parameters

    • name: string

      Define the name of the uniform as defined in the shader

    • value: Vector3

      Define the value to give to the uniform

    Returns ProceduralTexture

    the texture itself allowing "fluent" like uniform updates

toString

Find examples in Playground
  • toString(): string
  • Return a string representation of the texture.

    Returns string

    the texture as a string

updateSamplingMode

Find examples in Playground
  • updateSamplingMode(samplingMode: number): void
  • Update the sampling mode of the texture. Default is Trilinear mode.

    Value Type Description
    1 NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR Nearest is: mag = nearest, min = nearest, mip = linear
    2 BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST Bilinear is: mag = linear, min = linear, mip = nearest
    3 TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR Trilinear is: mag = linear, min = linear, mip = linear
    4 NEAREST_NEAREST_MIPNEAREST
    5 NEAREST_LINEAR_MIPNEAREST
    6 NEAREST_LINEAR_MIPLINEAR
    7 NEAREST_LINEAR
    8 NEAREST_NEAREST
    9 LINEAR_NEAREST_MIPNEAREST
    10 LINEAR_NEAREST_MIPLINEAR
    11 LINEAR_LINEAR
    12 LINEAR_NEAREST

    mag: magnification filter (close to the viewer) min: minification filter (far from the viewer) mip: filter used between mip map levels

    Parameters

    • samplingMode: number

      Define the new sampling mode of the texture

    Returns void

updateShaderUniforms

Find examples in Playground
  • updateShaderUniforms(): void
  • Update the uniform values of the procedural texture in the shader.

    Returns void

updateTextures

Find examples in Playground
  • updateTextures(): void
  • Update the list of dependant textures samplers in the shader.

    Returns void

updateURL

Find examples in Playground
  • updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: function): void
  • Update the url (and optional buffer) of this texture if url was null during construction.

    Parameters

    • url: string

      the url of the texture

    • Optional buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>

      the buffer of the texture (defaults to null)

    • Optional onLoad: function

      callback called when the texture is loaded (defaults to null)

        • (): void
        • Returns void

    Returns void

Static CreateFromBase64String

Find examples in Playground
  • CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<function>, onError?: Nullable<function>, format?: number): Texture
  • Creates a texture from its base 64 representation.

    Parameters

    • data: string

      Define the base64 payload without the data: prefix

    • name: string

      Define the name of the texture in the scene useful fo caching purpose for instance

    • scene: Scene

      Define the scene the texture should belong to

    • Optional noMipmap: boolean

      Forces the texture to not create mip map information if true

    • Optional invertY: boolean

      define if the texture needs to be inverted on the y axis during loading

    • Optional samplingMode: number

      define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)

    • Optional onLoad: Nullable<function>

      define a callback triggered when the texture has been loaded

    • Optional onError: Nullable<function>

      define a callback triggered when an error occurred during the loading session

    • Optional format: number

      define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)

    Returns Texture

    the created texture

Static LoadFromDataString

Find examples in Playground
  • LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<function>, onError?: Nullable<function>, format?: number): Texture
  • Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)

    Parameters

    • name: string

      Define the name of the texture in the scene useful fo caching purpose for instance

    • buffer: any

      define the buffer to load the texture from in case the texture is loaded from a buffer representation

    • scene: Scene

      Define the scene the texture should belong to

    • Optional deleteBuffer: boolean

      define if the buffer we are loading the texture from should be deleted after load

    • Optional noMipmap: boolean

      Forces the texture to not create mip map information if true

    • Optional invertY: boolean

      define if the texture needs to be inverted on the y axis during loading

    • Optional samplingMode: number

      define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)

    • Optional onLoad: Nullable<function>

      define a callback triggered when the texture has been loaded

    • Optional onError: Nullable<function>

      define a callback triggered when an error occurred during the loading session

    • Optional format: number

      define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)

    Returns Texture

    the created texture

Static Parse

Find examples in Playground
  • Parse the JSON representation of a texture in order to recreate the texture in the given scene.

    Parameters

    • parsedTexture: any

      Define the JSON representation of the texture

    • scene: Scene

      Define the scene the parsed texture should be instantiated in

    • rootUrl: string

      Define the root url of the parsing sequence in the case of relative dependencies

    Returns Nullable<BaseTexture>

    The parsed texture if successful

Static WhenAllReady

Find examples in Playground
  • WhenAllReady(textures: BaseTexture[], callback: function): void
  • Helper function to be called back once a list of texture contains only ready textures.

    Parameters

    • textures: BaseTexture[]

      Define the list of textures to wait for

    • callback: function

      Define the callback triggered once the entire list will be ready

        • (): void
        • Returns void

    Returns void

Generated using TypeDoc