MirrorTexture

Mirror texture can be used to simulate the view from a mirror in a scene. It will dynamically be rendered every frame to adapt to the camera point of view. You can then easily use it as a reflectionTexture on a flat surface. In case the surface is not a plane, please consider relying on reflection probes.

see

https://doc.babylonjs.com/how_to/reflect#mirrors

Hierarchy

Index

Constructors

Properties

Methods

Constructors

constructor

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  • new MirrorTexture(name: string, size: number | object | object, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean): MirrorTexture
  • Instantiates a Mirror Texture. Mirror texture can be used to simulate the view from a mirror in a scene. It will dynamically be rendered every frame to adapt to the camera point of view. You can then easily use it as a reflectionTexture on a flat surface. In case the surface is not a plane, please consider relying on reflection probes.

    see

    https://doc.babylonjs.com/how_to/reflect#mirrors

    Parameters

    • name: string
    • size: number | object | object
    • scene: Scene
    • Optional generateMipMaps: boolean
    • Optional type: number
    • Optional samplingMode: number
    • Optional generateDepthBuffer: boolean

    Returns MirrorTexture

Properties

activeCamera

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activeCamera: Nullable<Camera>

Define the camera used to render the texture.

adaptiveBlurKernel

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adaptiveBlurKernel: number

Define the adaptive blur kernel used to blur the reflection if needed. This will autocompute the closest best match for the blurKernel

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.

blurKernel

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blurKernel: number

Define the blur kernel used to blur the reflection if needed. Please consider using adaptiveBlurKernel as it could find the closest best value for you.

blurKernelX

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blurKernelX: number

Define the blur kernel on the X Axis used to blur the reflection if needed. Please consider using adaptiveBlurKernel as it could find the closest best value for you.

blurKernelY

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blurKernelY: number

Define the blur kernel on the Y Axis used to blur the reflection if needed. Please consider using adaptiveBlurKernel as it could find the closest best value for you.

blurRatio

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blurRatio: number

Define the blur ratio used to blur the reflection if needed.

boundingBoxPosition

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boundingBoxPosition: Vector3

Gets or sets the center of the bounding box associated with the texture (when in cube mode) It must define where the camera used to render the texture is set

boundingBoxSize

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boundingBoxSize: Vector3

Gets or sets the size of the bounding box associated with the texture (when in cube mode) When defined, the cubemap will switch to local mode

see

https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity

example

https://www.babylonjs-playground.com/#RNASML

canRescale

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canRescale: boolean

Get if the texture can be rescaled or not.

clearColor

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clearColor: Color4

Define the clear color of the Render Target if it should be different from the scene.

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.

coordinatesMode

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coordinatesMode: number

Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.

customRenderFunction

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customRenderFunction: function

Override the render function of the texture with your own one.

Type declaration

delayLoadState

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delayLoadState: number

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

depthStencilTexture

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depthStencilTexture: Nullable<InternalTexture>

In case the RTT has been created with a depth texture, get the associated depth texture. Otherwise, return null.

gammaSpace

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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

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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.

hasAlpha

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hasAlpha: boolean

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

ignoreCameraViewport

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ignoreCameraViewport: boolean

Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.

invertY

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invertY: boolean

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

invertZ

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invertZ: boolean

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

is3D

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is3D: boolean

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

isBlocking

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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

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isCube: boolean

isRGBD

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isRGBD: boolean

Gets whether or not the texture contains RGBD data.

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

lodGenerationOffset

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lodGenerationOffset: number

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

lodGenerationScale

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lodGenerationScale: number

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

metadata

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metadata: any

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

mirrorPlane

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mirrorPlane: Plane

Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector. It is possible to directly set the mirrorPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.

see

https://doc.babylonjs.com/how_to/reflect#mirrors

name

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name: string

Define the name of the texture.

noMipmap

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noMipmap: boolean

Are mip maps generated for this texture or not.

onAfterRender

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onAfterRender: function

Set a after render callback in the texture. This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.

Type declaration

    • (faceIndex: number): void
    • Parameters

      • faceIndex: number

      Returns void

onAfterRenderObservable

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onAfterRenderObservable: Observable<number>

An event triggered after rendering the texture

onAfterUnbind

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onAfterUnbind: function

Set a after unbind callback in the texture. This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.

Type declaration

    • (): void
    • Returns void

onAfterUnbindObservable

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onAfterUnbindObservable: Observable<RenderTargetTexture>

An event triggered when the texture is unbind.

onBeforeBindObservable

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onBeforeBindObservable: Observable<RenderTargetTexture>

An event triggered when the texture is unbind.

onBeforeRender

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onBeforeRender: function

Set a before render callback in the texture. This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.

Type declaration

    • (faceIndex: number): void
    • Parameters

      • faceIndex: number

      Returns void

onBeforeRenderObservable

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onBeforeRenderObservable: Observable<number>

An event triggered before rendering the texture

onClear

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onClear: function

Set a clear callback in the texture. This has been kept for backward compatibility and use of onClearObservable is recommended.

Type declaration

    • Parameters

      Returns void

onClearObservable

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onClearObservable: Observable<Engine>

An event triggered after the texture clear

onDispose

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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

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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.

refreshRate

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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...

renderList

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renderList: Nullable<Array<AbstractMesh>>

Use this list to define the list of mesh you want to render.

renderListPredicate

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renderListPredicate: function

Use this predicate to dynamically define the list of mesh you want to render. If set, the renderList property will be overwritten.

Type declaration

renderParticles

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renderParticles: boolean

Define if particles should be rendered in your texture.

renderSprites

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renderSprites: boolean

Define if sprites should be rendered in your texture.

renderTargetOptions

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renderTargetOptions: RenderTargetCreationOptions

Gets render target creation options that were used.

reservedDataStore

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reservedDataStore: any

For internal use only. Please do not use.

samples

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samples: number

Define the number of samples to use in case of MSAA. It defaults to one meaning no MSAA has been enabled.

samplingMode

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samplingMode: number

Get the current sampling mode associated with the texture.

sphericalPolynomial

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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

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textureFormat: number

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

textureType

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textureType: number

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

uAng

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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

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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

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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

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

uid

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uid: string

Define the unique id of the texture in the scene.

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.

useCameraPostProcesses

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useCameraPostProcesses: boolean

Define if camera post processes should be use while rendering 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

http://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

http://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

http://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

http://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

wrapU

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

wrapV

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

Static BILINEAR_SAMPLINGMODE

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BILINEAR_SAMPLINGMODE: number

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

Static CLAMP_ADDRESSMODE

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CLAMP_ADDRESSMODE: number

Texture is not repeating outside of 0..1 UVs

Static 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 EQUIRECTANGULAR_MODE

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EQUIRECTANGULAR_MODE: number

Equirectangular coordinates mode

Static EXPLICIT_MODE

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EXPLICIT_MODE: number

Explicit coordinates mode

Static FIXED_EQUIRECTANGULAR_MIRRORED_MODE

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FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number

Equirectangular Fixed Mirrored coordinates mode

Static FIXED_EQUIRECTANGULAR_MODE

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FIXED_EQUIRECTANGULAR_MODE: number

Equirectangular Fixed coordinates mode

Static INVCUBIC_MODE

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INVCUBIC_MODE: number

Inverse Cubic coordinates mode

Static LINEAR_LINEAR

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LINEAR_LINEAR: number

mag = linear and min = linear and mip = none

Static LINEAR_LINEAR_MIPLINEAR

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LINEAR_LINEAR_MIPLINEAR: number

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

Static LINEAR_LINEAR_MIPNEAREST

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LINEAR_LINEAR_MIPNEAREST: number

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

Static LINEAR_NEAREST

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LINEAR_NEAREST: number

mag = linear and min = nearest and mip = none

Static LINEAR_NEAREST_MIPLINEAR

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LINEAR_NEAREST_MIPLINEAR: number

mag = linear and min = nearest and mip = linear

Static LINEAR_NEAREST_MIPNEAREST

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LINEAR_NEAREST_MIPNEAREST: number

mag = linear and min = nearest and mip = nearest

Static MIRROR_ADDRESSMODE

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MIRROR_ADDRESSMODE: number

Texture is repeating and mirrored

Static NEAREST_LINEAR

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NEAREST_LINEAR: number

mag = nearest and min = linear and mip = none

Static NEAREST_LINEAR_MIPLINEAR

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NEAREST_LINEAR_MIPLINEAR: number

mag = nearest and min = linear and mip = linear

Static NEAREST_LINEAR_MIPNEAREST

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NEAREST_LINEAR_MIPNEAREST: number

mag = nearest and min = linear and mip = nearest

Static NEAREST_NEAREST

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NEAREST_NEAREST: number

mag = nearest and min = nearest and mip = none

Static NEAREST_NEAREST_MIPLINEAR

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NEAREST_NEAREST_MIPLINEAR: number

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

Static NEAREST_NEAREST_MIPNEAREST

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NEAREST_NEAREST_MIPNEAREST: number

mag = nearest and min = nearest and mip = nearest

Static NEAREST_SAMPLINGMODE

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NEAREST_SAMPLINGMODE: number

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

Static PLANAR_MODE

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PLANAR_MODE: number

Planar coordinates mode

Static PROJECTION_MODE

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PROJECTION_MODE: number

Projection coordinates mode

Static REFRESHRATE_RENDER_ONCE

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REFRESHRATE_RENDER_ONCE: number

The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.

Static REFRESHRATE_RENDER_ONEVERYFRAME

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REFRESHRATE_RENDER_ONEVERYFRAME: number

The texture will only be rendered rendered every frame and is recomended for dynamic contents.

Static REFRESHRATE_RENDER_ONEVERYTWOFRAMES

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REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number

The texture will be rendered every 2 frames which could be enough if your dynamic objects are not the central point of your effect and can save a lot of performances.

Static SKYBOX_MODE

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SKYBOX_MODE: number

Inverse Cubic coordinates mode

Static SPHERICAL_MODE

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SPHERICAL_MODE: number

Spherical coordinates mode

Static 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 WRAP_ADDRESSMODE

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WRAP_ADDRESSMODE: number

Texture is repeating outside of 0..1 UVs

Methods

addPostProcess

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clearPostProcesses

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  • clearPostProcesses(dispose?: boolean): void
  • Clear all the post processes attached to the render target

    Parameters

    • Optional dispose: boolean

      define if the cleared post processesshould also be disposed (false by default)

    Returns void

clone

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createDepthStencilTexture

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  • createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void
  • Creates a depth stencil texture. This is only available in WebGL 2 or with the depth texture extension available.

    Parameters

    • Optional comparisonFunction: number

      Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode

    • Optional bilinearFiltering: boolean

      Specifies whether or not bilinear filtering is enable on the texture

    • Optional generateStencil: boolean

      Specifies whether or not a stencil should be allocated in the texture

    Returns void

dispose

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  • dispose(): void

disposeFramebufferObjects

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  • disposeFramebufferObjects(): void

freeRenderingGroups

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  • freeRenderingGroups(): 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

getInternalTexture

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getReflectionTextureMatrix

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  • getReflectionTextureMatrix(): Matrix

getRenderHeight

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  • getRenderHeight(): number

getRenderSize

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  • getRenderSize(): number

getRenderWidth

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  • getRenderWidth(): number

getScene

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getSize

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getTextureMatrix

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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

removePostProcess

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  • Remove one of the post process from the list of attached post processes to the texture

    Parameters

    • postProcess: PostProcess

      define the post process to remove from the list

    Returns void

render

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  • render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void
  • Renders all the objects from the render list into the texture.

    Parameters

    • Optional useCameraPostProcess: boolean

      Define if camera post processes should be used during the rendering

    • Optional dumpForDebug: boolean

      Define if the rendering result should be dumped (copied) for debugging purpose

    Returns void

resetRefreshCounter

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  • 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

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  • resize(size: number | object | object): void
  • Resize the texture to a new desired size. Be carrefull as it will recreate all the data in the new texture.

    Parameters

    • size: number | object | object

      Define the new size. It can be:

      • a number for squared texture,
      • an object containing { width: number, height: number }
      • or an object containing a ratio { ratio: number }

    Returns void

scale

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  • scale(ratio: number): void
  • Resize the texture using a ratio.

    Parameters

    • ratio: number

      the ratio to apply to the texture size in order to compute the new target size

    Returns void

serialize

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  • serialize(): any
  • Serialize the texture to a JSON representation you could use in Parse later on

    Returns any

    the serialized JSON representation

setRenderingAutoClearDepthStencil

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  • setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void
  • Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.

    Parameters

    • renderingGroupId: number

      The rendering group id corresponding to its index

    • autoClearDepthStencil: boolean

      Automatically clears depth and stencil between groups if true.

    Returns void

setRenderingOrder

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  • setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<function>, alphaTestSortCompareFn?: Nullable<function>, transparentSortCompareFn?: Nullable<function>): void
  • Overrides the default sort function applied in the renderging group to prepare the meshes. This allowed control for front to back rendering or reversly depending of the special needs.

    Parameters

    • renderingGroupId: number

      The rendering group id corresponding to its index

    • Optional opaqueSortCompareFn: Nullable<function>

      The opaque queue comparison function use to sort.

    • Optional alphaTestSortCompareFn: Nullable<function>

      The alpha test queue comparison function use to sort.

    • Optional transparentSortCompareFn: Nullable<function>

      The transparent queue comparison function use to sort.

    Returns void

toString

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

    Returns string

    the texture as a string

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 | 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

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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

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

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