DynamicTexture

A class extending Texture allowing drawing on a texture

see

https://doc.babylonjs.com/how_to/dynamictexture

Hierarchy

Implements

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

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  • new DynamicTexture(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number): DynamicTexture
  • Creates a DynamicTexture

    Parameters

    • name: string

      defines the name of the texture

    • options: any

      provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height

    • scene: Scene | null | undefined

      defines the scene where you want the texture

    • generateMipMaps: boolean

      defines the use of MinMaps or not (default is false)

    • Optional samplingMode: number

      defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)

    • Optional format: number

      defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)

    Returns DynamicTexture

Properties

animations

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animations: Animation[]

Define the list of animation attached to the texture.

anisotropicFilteringLevel

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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.

coordinatesIndex

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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.

delayLoadState

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delayLoadState: number

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

getAlphaFromRGB

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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.

inspectableCustomProperties

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inspectableCustomProperties: Nullable<IInspectable[]>

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/how_to/debug_layer#extensibility

invertZ

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invertZ: boolean

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

isRenderTarget

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isRenderTarget: boolean

Define if the texture is a render target.

level

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level: number

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

metadata

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metadata: any

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

name

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name: string

Define the name of the texture.

onDisposeObservable

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onDisposeObservable: Observable<BaseTexture>

An event triggered when the texture is disposed.

onLoadObservable

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onLoadObservable: Observable<Texture>

Observable triggered once the texture has been loaded.

reservedDataStore

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reservedDataStore: any

For internal use only. Please do not use.

uAng

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uAng: number

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

see

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

uOffset

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uOffset: number

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

see

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

uRotationCenter

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uRotationCenter: number

Defines the center of rotation (U)

uScale

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uScale: number

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

see

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

uniqueId

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uniqueId: number

Gets or sets the unique id of the texture

url

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url: Nullable<string>

Define the url of the texture.

vAng

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vAng: number

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

see

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

vOffset

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vOffset: number

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

see

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

vRotationCenter

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vRotationCenter: number

Defines the center of rotation (V)

vScale

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vScale: number

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

see

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

wAng

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wAng: number

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

see

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

wRotationCenter

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wRotationCenter: number

Defines the center of rotation (W)

wrapR

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wrapR: number
Value Type Description
0 CLAMP_ADDRESSMODE
1 WRAP_ADDRESSMODE
2 MIRROR_ADDRESSMODE

Static Readonly BILINEAR_SAMPLINGMODE

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BILINEAR_SAMPLINGMODE: number

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

Static Readonly CLAMP_ADDRESSMODE

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CLAMP_ADDRESSMODE: number

Texture is not repeating outside of 0..1 UVs

Static Readonly CUBIC_MODE

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CUBIC_MODE: number

Cubic coordinates mode

Static DEFAULT_ANISOTROPIC_FILTERING_LEVEL

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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 Readonly EQUIRECTANGULAR_MODE

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EQUIRECTANGULAR_MODE: number

Equirectangular coordinates mode

Static Readonly EXPLICIT_MODE

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EXPLICIT_MODE: number

Explicit coordinates mode

Static Readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE

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FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number

Equirectangular Fixed Mirrored coordinates mode

Static Readonly FIXED_EQUIRECTANGULAR_MODE

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FIXED_EQUIRECTANGULAR_MODE: number

Equirectangular Fixed coordinates mode

Static Readonly INVCUBIC_MODE

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INVCUBIC_MODE: number

Inverse Cubic coordinates mode

Static Readonly LINEAR_LINEAR

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LINEAR_LINEAR: number

mag = linear and min = linear and mip = none

Static Readonly LINEAR_LINEAR_MIPLINEAR

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LINEAR_LINEAR_MIPLINEAR: number

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

Static Readonly LINEAR_LINEAR_MIPNEAREST

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LINEAR_LINEAR_MIPNEAREST: number

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

Static Readonly LINEAR_NEAREST

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LINEAR_NEAREST: number

mag = linear and min = nearest and mip = none

Static Readonly LINEAR_NEAREST_MIPLINEAR

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LINEAR_NEAREST_MIPLINEAR: number

mag = linear and min = nearest and mip = linear

Static Readonly LINEAR_NEAREST_MIPNEAREST

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LINEAR_NEAREST_MIPNEAREST: number

mag = linear and min = nearest and mip = nearest

Static Readonly MIRROR_ADDRESSMODE

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MIRROR_ADDRESSMODE: number

Texture is repeating and mirrored

Static Readonly NEAREST_LINEAR

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NEAREST_LINEAR: number

mag = nearest and min = linear and mip = none

Static Readonly NEAREST_LINEAR_MIPLINEAR

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NEAREST_LINEAR_MIPLINEAR: number

mag = nearest and min = linear and mip = linear

Static Readonly NEAREST_LINEAR_MIPNEAREST

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NEAREST_LINEAR_MIPNEAREST: number

mag = nearest and min = linear and mip = nearest

Static Readonly NEAREST_NEAREST

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NEAREST_NEAREST: number

mag = nearest and min = nearest and mip = none

Static Readonly NEAREST_NEAREST_MIPLINEAR

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NEAREST_NEAREST_MIPLINEAR: number

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

Static Readonly NEAREST_NEAREST_MIPNEAREST

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NEAREST_NEAREST_MIPNEAREST: number

mag = nearest and min = nearest and mip = nearest

Static Readonly NEAREST_SAMPLINGMODE

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NEAREST_SAMPLINGMODE: number

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

Static Readonly PLANAR_MODE

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PLANAR_MODE: number

Planar coordinates mode

Static Readonly PROJECTION_MODE

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PROJECTION_MODE: number

Projection coordinates mode

Static Readonly SKYBOX_MODE

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SKYBOX_MODE: number

Inverse Cubic coordinates mode

Static Readonly SPHERICAL_MODE

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SPHERICAL_MODE: number

Spherical coordinates mode

Static SerializeBuffers

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SerializeBuffers: boolean

Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process

Static Readonly TRILINEAR_SAMPLINGMODE

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TRILINEAR_SAMPLINGMODE: number

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

Static UseSerializedUrlIfAny

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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 Readonly WRAP_ADDRESSMODE

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WRAP_ADDRESSMODE: number

Texture is repeating outside of 0..1 UVs

Accessors

canRescale

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  • get canRescale(): boolean

coordinatesMode

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  • get coordinatesMode(): number
  • set coordinatesMode(value: number): any
  • 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

    Returns 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

    Parameters

    • value: number

    Returns any

gammaSpace

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  • get gammaSpace(): boolean
  • set gammaSpace(gamma: boolean): any
  • 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

    Returns 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

    Parameters

    • gamma: boolean

    Returns any

hasAlpha

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  • get hasAlpha(): boolean
  • set hasAlpha(value: boolean): any
  • Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).

    Returns boolean

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

    Parameters

    • value: boolean

    Returns any

invertY

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  • get invertY(): boolean
  • Gets a boolean indicating if the texture needs to be inverted on the y axis during loading

    Returns boolean

irradianceTexture

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  • In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).

    Returns Nullable<BaseTexture>

  • In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).

    Parameters

    Returns any

is2DArray

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  • get is2DArray(): boolean
  • set is2DArray(value: boolean): any
  • Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.

    Returns boolean

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

    Parameters

    • value: boolean

    Returns any

is3D

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  • get is3D(): boolean
  • set is3D(value: boolean): any
  • Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.

    Returns boolean

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

    Parameters

    • value: boolean

    Returns any

isBlocking

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  • get isBlocking(): boolean
  • set isBlocking(value: boolean): any
  • 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.

    Returns 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.

    Parameters

    • value: boolean

    Returns any

isCube

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  • get isCube(): boolean
  • set isCube(value: boolean): any
  • Define if the texture is a cube texture or if false a 2d texture.

    Returns boolean

  • Define if the texture is a cube texture or if false a 2d texture.

    Parameters

    • value: boolean

    Returns any

isRGBD

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  • get isRGBD(): boolean
  • set isRGBD(value: boolean): any
  • Gets or sets whether or not the texture contains RGBD data.

    Returns boolean

  • Gets or sets whether or not the texture contains RGBD data.

    Parameters

    • value: boolean

    Returns any

linearSpecularLOD

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  • get linearSpecularLOD(): boolean
  • set linearSpecularLOD(value: boolean): any
  • With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.

    Returns boolean

  • With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.

    Parameters

    • value: boolean

    Returns any

lodGenerationOffset

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  • get lodGenerationOffset(): number
  • set lodGenerationOffset(value: number): any
  • With prefiltered texture, defined the offset used during the prefiltering steps.

    Returns number

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

    Parameters

    • value: number

    Returns any

lodGenerationScale

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  • get lodGenerationScale(): number
  • set lodGenerationScale(value: number): any
  • With prefiltered texture, defined the scale used during the prefiltering steps.

    Returns number

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

    Parameters

    • value: number

    Returns any

mimeType

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  • get mimeType(): string | undefined
  • Returns the texture mime type if it was defined by a loader (undefined else)

    Returns string | undefined

noMipmap

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  • get noMipmap(): boolean

onDispose

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  • set onDispose(callback: function): any
  • Callback triggered when the texture has been disposed. Kept for back compatibility, you can use the onDisposeObservable instead.

    Parameters

    • callback: function
        • (): void
        • Returns void

    Returns any

samplingMode

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  • get samplingMode(): number
  • Get the current sampling mode associated with the texture.

    Returns number

textureFormat

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  • get textureFormat(): number

textureType

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  • get textureType(): number

uid

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  • get uid(): string
  • Define the unique id of the texture in the scene.

    Returns string

wrapU

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  • get wrapU(): number
  • set wrapU(value: number): any
  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Returns number

  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Parameters

    • value: number

    Returns any

wrapV

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  • get wrapV(): number
  • set wrapV(value: number): any
  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Returns number

  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Parameters

    • value: number

    Returns any

Methods

clear

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  • clear(): void
  • Clears the texture

    Returns void

clone

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dispose

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  • dispose(): void

drawText

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  • drawText(text: string, x: number | null | undefined, y: number | null | undefined, font: string, color: string | null, clearColor: string, invertY?: boolean, update?: boolean): void
  • Draws text onto the texture

    Parameters

    • text: string

      defines the text to be drawn

    • x: number | null | undefined

      defines the placement of the text from the left

    • y: number | null | undefined

      defines the placement of the text from the top when invertY is true and from the bottom when false

    • font: string

      defines the font to be used with font-style, font-size, font-name

    • color: string | null

      defines the color used for the text

    • clearColor: string

      defines the color for the canvas, use null to not overwrite canvas

    • Optional invertY: boolean

      defines the direction for the Y axis (default is true - y increases downwards)

    • Optional update: boolean

      defines whether texture is immediately update (default is true)

    Returns void

getBaseSize

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  • 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

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  • getClassName(): string
  • Get the current class name of the texture useful for serialization or dynamic coding.

    Returns string

    "DynamicTexture"

getContext

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  • Gets the context of the canvas used by the texture

    Returns CanvasRenderingContext2D

    the canvas context of the dynamic texture

getInternalTexture

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getReflectionTextureMatrix

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  • getReflectionTextureMatrix(): Matrix

getScene

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getSize

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getTextureMatrix

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  • getTextureMatrix(uBase?: number): Matrix

isReady

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  • isReady(): boolean
  • Get if the texture is ready to be used (downloaded, converted, mip mapped...).

    Returns boolean

    true if fully ready

isReadyOrNotBlocking

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  • 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

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  • 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

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  • releaseInternalTexture(): void

scale

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  • scale(ratio: number): void
  • Scales the texture

    Parameters

    • ratio: number

      the scale factor to apply to both width and height

    Returns void

scaleTo

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  • scaleTo(width: number, height: number): void
  • Resizes the texture

    Parameters

    • width: number

      the new width

    • height: number

      the new height

    Returns void

serialize

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  • serialize(): any
  • Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized

    Returns any

    a serialized dynamic texture object

toString

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  • toString(): string
  • Return a string representation of the texture.

    Returns string

    the texture as a string

update

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  • update(invertY?: boolean, premulAlpha?: boolean): void
  • Updates the texture

    Parameters

    • Optional invertY: boolean

      defines the direction for the Y axis (default is true - y increases downwards)

    • Optional premulAlpha: boolean

      defines if alpha is stored as premultiplied (default is false)

    Returns void

updateSamplingMode

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  • 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

updateURL

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  • updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | 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 | ArrayBufferView | 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

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  • 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

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  • 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

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  • 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

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  • 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

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