Class NoiseProceduralTexture
Hierarchy
- ProceduralTexture
- NoiseProceduralTexture
Index
Constructors
Properties
- animation
Speed Factor - animations
- anisotropic
Filtering Level - auto
Clear - brightness
- delay
Load State - homogeneous
Rotation InUVTransform - inspectable
Custom Properties - invertZ
- is
Enabled - is
Render Target - level
- metadata
- name
- node
Material Source - octaves
- on
Before Generation Observable - on
Dispose Observable - on
Generated - on
Generated Observable - on
Load Observable - optimizeUVAllocation
- persistence
- reserved
Data Store - spherical
Polynomial - time
- u
Ang - u
Offset - u
Rotation Center - u
Scale - unique
Id - url
- v
Ang - v
Offset - v
Rotation Center - v
Scale - w
Ang - w
Rotation Center - wrapR
- BILINEAR_
SAMPLINGMODE - CLAMP_
ADDRESSMODE - CUBIC_
MODE - DEFAULT_
ANISOTROPIC_ FILTERING_ LEVEL - EQUIRECTANGULAR_
MODE - EXPLICIT_
MODE - FIXED_
EQUIRECTANGULAR_ MIRRORED_ MODE - FIXED_
EQUIRECTANGULAR_ MODE - Force
Serialize Buffers - INVCUBIC_
MODE - LINEAR_
LINEAR - LINEAR_
LINEAR_ MIPLINEAR - LINEAR_
LINEAR_ MIPNEAREST - LINEAR_
NEAREST - LINEAR_
NEAREST_ MIPLINEAR - LINEAR_
NEAREST_ MIPNEAREST - MIRROR_
ADDRESSMODE - NEAREST_
LINEAR - NEAREST_
LINEAR_ MIPLINEAR - NEAREST_
LINEAR_ MIPNEAREST - NEAREST_
NEAREST - NEAREST_
NEAREST_ MIPLINEAR - NEAREST_
NEAREST_ MIPNEAREST - NEAREST_
SAMPLINGMODE - On
Texture Load Error Observable - PLANAR_
MODE - PROJECTION_
MODE - SKYBOX_
MODE - SPHERICAL_
MODE - Serialize
Buffers - TRILINEAR_
SAMPLINGMODE - Use
Serialized Url If Any - WRAP_
ADDRESSMODE
Accessors
Methods
- _set
Effect - check
Transforms Are Identical - clone
- dispose
- execute
When Ready - force
Spherical Polynomials Recompute - get
Base Size - get
Class Name - get
Content - get
Effect - get
Internal Texture - get
Reflection Texture Matrix - get
Refraction Texture Matrix - get
Render Size - get
Scene - get
Size - get
Texture Matrix - is
Ready - is
Ready Or Not Blocking - read
Pixels - release
Internal Texture - render
- reset
- reset
Refresh Counter - resize
- scale
- serialize
- set
Color3 - set
Color4 - set
Float - set
Floats - set
Fragment - set
Int - set
Matrix - set
Texture - set
Vector2 - set
Vector3 - to
String - update
Sampling Mode - updateURL
- Create
From Base64 String - Load
From Data String - Parse
- When
All Ready - _
Create Video Texture
Constructors
constructor
Creates a new NoiseProceduralTexture
Parameters
name: string
defines the name fo the texture
Optional size: number
defines the size of the texture (default is 256)
Optional scene: Nullable<Scene>
defines the hosting scene
Optional fallbackTexture: Texture
defines the texture to use if the NoiseProceduralTexture can't be created
Optional generateMipMaps: boolean
defines if mipmaps must be generated (true by default)
Returns NoiseProceduralTexture
Properties
animation Speed FactorSearch playground for animationSpeedFactor
Gets or sets animation speed factor (default is 1)
animationsSearch playground for animations
Define the list of animation attached to the texture.
anisotropic Filtering LevelSearch playground for anisotropicFilteringLevel
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.
auto ClearSearch playground for autoClear
Define if the texture must be cleared before rendering (default is true)
brightnessSearch playground for brightness
Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2)
delay Load StateSearch playground for delayLoadState
Define the current state of the loading sequence when in delayed load mode.
homogeneous Rotation InUVTransformSearch playground for homogeneousRotationInUVTransform
Sets this property to true to avoid deformations when rotating the texture with non-uniform scaling
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
invertZSearch playground for invertZ
Is Z inverted in the texture (useful in a cube texture).
is EnabledSearch playground for isEnabled
Define if the texture is enabled or not (disabled texture will not render)
is Render TargetSearch playground for isRenderTarget
Define if the texture is a render target.
levelSearch playground for level
Intensity or strength of the texture. It is commonly used by materials to fine tune the intensity of the texture
metadataSearch playground for metadata
Gets or sets an object used to store user defined information.
nameSearch playground for name
Define the name of the texture.
node Material SourceSearch playground for nodeMaterialSource
Gets or sets the node material used to create this texture (null if the texture was manually created)
octavesSearch playground for octaves
Defines the number of octaves to process
on Before Generation ObservableSearch playground for onBeforeGenerationObservable
Event raised before the texture is generated
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the texture is disposed.
on GeneratedSearch playground for onGenerated
Type declaration
Callback called when the texture is generated
Returns void
on Generated ObservableSearch playground for onGeneratedObservable
Event raised when the texture is generated
on Load ObservableSearch playground for onLoadObservable
Observable triggered once the texture has been loaded.
optimizeUVAllocationSearch playground for optimizeUVAllocation
Gets or sets a boolean indicating that the texture should try to reduce shader code if there is no UV manipulation. (ie. when texture.getTextureMatrix().isIdentityAs3x2() returns true)
persistenceSearch playground for persistence
Defines the level of persistence (0.8 by default)
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
spherical PolynomialSearch playground for sphericalPolynomial
Get the polynomial representation of the texture data. This is mainly use as a fast way to recover IBL Diffuse irradiance data.
timeSearch playground for time
Gets or sets the start time (default is 0)
u AngSearch playground for uAng
Define an offset on the texture to rotate around the u coordinates of the UVs The angle is defined in radians.
u OffsetSearch playground for uOffset
Define an offset on the texture to offset the u coordinates of the UVs
u Rotation CenterSearch playground for uRotationCenter
Defines the center of rotation (U)
u ScaleSearch playground for uScale
Define an offset on the texture to scale the u coordinates of the UVs
unique IdSearch playground for uniqueId
Gets or sets the unique id of the texture
urlSearch playground for url
Define the url of the texture.
v AngSearch playground for vAng
Define an offset on the texture to rotate around the v coordinates of the UVs The angle is defined in radians.
v OffsetSearch playground for vOffset
Define an offset on the texture to offset the v coordinates of the UVs
v Rotation CenterSearch playground for vRotationCenter
Defines the center of rotation (V)
v ScaleSearch playground for vScale
Define an offset on the texture to scale the v coordinates of the UVs
w AngSearch playground for wAng
Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture) The angle is defined in radians.
w Rotation CenterSearch playground for wRotationCenter
Defines the center of rotation (W)
wrapRSearch playground for wrapR
Value | Type | Description |
---|---|---|
0 | CLAMP_ADDRESSMODE | |
1 | WRAP_ADDRESSMODE | |
2 | MIRROR_ADDRESSMODE |
Static Readonly BILINEAR_ SAMPLINGMODESearch playground for BILINEAR_SAMPLINGMODE
Bilinear is mag = linear and min = linear and no mip
Static Readonly CLAMP_ ADDRESSMODESearch playground for CLAMP_ADDRESSMODE
Texture is not repeating outside of 0..1 UVs
Static Readonly CUBIC_ MODESearch playground for CUBIC_MODE
Cubic coordinates mode
Static DEFAULT_ ANISOTROPIC_ FILTERING_ LEVELSearch playground for DEFAULT_ANISOTROPIC_FILTERING_LEVEL
Default anisotropic filtering level for the application. It is set to 4 as a good tradeoff between perf and quality.
Static Readonly EQUIRECTANGULAR_ MODESearch playground for EQUIRECTANGULAR_MODE
Equirectangular coordinates mode
Static Readonly EXPLICIT_ MODESearch playground for EXPLICIT_MODE
Explicit coordinates mode
Static Readonly FIXED_ EQUIRECTANGULAR_ MIRRORED_ MODESearch playground for FIXED_EQUIRECTANGULAR_MIRRORED_MODE
Equirectangular Fixed Mirrored coordinates mode
Static Readonly FIXED_ EQUIRECTANGULAR_ MODESearch playground for FIXED_EQUIRECTANGULAR_MODE
Equirectangular Fixed coordinates mode
Static Force Serialize BuffersSearch playground for ForceSerializeBuffers
Gets or sets a general boolean used to indicate that texture buffers must be saved as part of the serialization process. If no buffer exists, one will be created as base64 string from the internal webgl data.
Static Readonly INVCUBIC_ MODESearch playground for INVCUBIC_MODE
Inverse Cubic coordinates mode
Static Readonly LINEAR_ LINEARSearch playground for LINEAR_LINEAR
mag = linear and min = linear and mip = none
Static Readonly LINEAR_ LINEAR_ MIPLINEARSearch playground for LINEAR_LINEAR_MIPLINEAR
Trilinear is mag = linear and min = linear and mip = linear
Static Readonly LINEAR_ LINEAR_ MIPNEARESTSearch playground for LINEAR_LINEAR_MIPNEAREST
Bilinear is mag = linear and min = linear and mip = nearest
Static Readonly LINEAR_ NEARESTSearch playground for LINEAR_NEAREST
mag = linear and min = nearest and mip = none
Static Readonly LINEAR_ NEAREST_ MIPLINEARSearch playground for LINEAR_NEAREST_MIPLINEAR
mag = linear and min = nearest and mip = linear
Static Readonly LINEAR_ NEAREST_ MIPNEARESTSearch playground for LINEAR_NEAREST_MIPNEAREST
mag = linear and min = nearest and mip = nearest
Static Readonly MIRROR_ ADDRESSMODESearch playground for MIRROR_ADDRESSMODE
Texture is repeating and mirrored
Static Readonly NEAREST_ LINEARSearch playground for NEAREST_LINEAR
mag = nearest and min = linear and mip = none
Static Readonly NEAREST_ LINEAR_ MIPLINEARSearch playground for NEAREST_LINEAR_MIPLINEAR
mag = nearest and min = linear and mip = linear
Static Readonly NEAREST_ LINEAR_ MIPNEARESTSearch playground for NEAREST_LINEAR_MIPNEAREST
mag = nearest and min = linear and mip = nearest
Static Readonly NEAREST_ NEARESTSearch playground for NEAREST_NEAREST
mag = nearest and min = nearest and mip = none
Static Readonly NEAREST_ NEAREST_ MIPLINEARSearch playground for NEAREST_NEAREST_MIPLINEAR
nearest is mag = nearest and min = nearest and mip = linear
Static Readonly NEAREST_ NEAREST_ MIPNEARESTSearch playground for NEAREST_NEAREST_MIPNEAREST
mag = nearest and min = nearest and mip = nearest
Static Readonly NEAREST_ SAMPLINGMODESearch playground for NEAREST_SAMPLINGMODE
nearest is mag = nearest and min = nearest and no mip
Static On Texture Load Error ObservableSearch playground for OnTextureLoadErrorObservable
This observable will notify when any texture had a loading error
Static Readonly PLANAR_ MODESearch playground for PLANAR_MODE
Planar coordinates mode
Static Readonly PROJECTION_ MODESearch playground for PROJECTION_MODE
Projection coordinates mode
Static Readonly SKYBOX_ MODESearch playground for SKYBOX_MODE
Inverse Cubic coordinates mode
Static Readonly SPHERICAL_ MODESearch playground for SPHERICAL_MODE
Spherical coordinates mode
Static Serialize BuffersSearch playground for SerializeBuffers
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_ SAMPLINGMODESearch playground for TRILINEAR_SAMPLINGMODE
Trilinear is mag = linear and min = linear and mip = linear
Static Use Serialized Url If AnySearch playground for UseSerializedUrlIfAny
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_ ADDRESSMODESearch playground for WRAP_ADDRESSMODE
Texture is repeating outside of 0..1 UVs
Accessors
can Rescale
Get if the texture can rescale.
Returns boolean
coordinates Index
Define the UV channel to use starting from 0 and defaulting to 0. This is part of the texture as textures usually maps to one uv set.
Returns number
Define the UV channel to use starting from 0 and defaulting to 0. This is part of the texture as textures usually maps to one uv set.
Parameters
value: number
Returns void
coordinates Mode
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 void
error Object
If a loading error occurred this object will be populated with information about the error.
Returns undefined | { exception?: any; message?: string }
gamma Space
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 void
get Alpha FromRGB
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.
Returns 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.
Parameters
value: boolean
Returns void
has Alpha
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 void
invertY
Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
Returns boolean
irradiance Texture
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
value: Nullable<BaseTexture>
Returns void
is2DArray
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 void
is3D
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 void
is Blocking
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 void
is Cube
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 void
isRGBD
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 void
linear SpecularLOD
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 void
loading Error
Was there any loading error?
Returns boolean
lod Generation Offset
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 void
lod Generation Scale
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 void
mime Type
Returns the texture mime type if it was defined by a loader (undefined else)
Returns undefined | string
no Mipmap
Are mip maps generated for this texture or not.
Returns boolean
on Dispose
Callback triggered when the texture has been disposed. Kept for back compatibility, you can use the onDisposeObservable instead.
Parameters
callback: (() => void)
Returns void
Returns void
refresh Rate
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...
Returns 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...
Parameters
value: number
Returns void
sampling Mode
Get the current sampling mode associated with the texture.
Returns number
texture Format
Get the texture underlying format (RGB, RGBA...)
Returns number
texture Type
Get the texture underlying type (INT, FLOAT...)
Returns number
uid
Define the unique id of the texture in the scene.
Returns string
wrapU
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 void
wrapV
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 void
Methods
_set EffectSearch playground for _setEffect
Parameters
effect: Effect
Returns void
check Transforms Are IdenticalSearch playground for checkTransformsAreIdentical
cloneSearch playground for clone
Clone the texture.
Returns NoiseProceduralTexture
the cloned texture
disposeSearch playground for dispose
Dispose the texture and release its associated resources.
Returns void
execute When ReadySearch playground for executeWhenReady
Executes a function when the texture will be ready to be drawn.
Parameters
func: ((texture: ProceduralTexture) => void)
The callback to be used.
Parameters
texture: ProceduralTexture
Returns void
Returns void
force Spherical Polynomials RecomputeSearch playground for forceSphericalPolynomialsRecompute
Force recomputation of spherical polynomials. Can be useful if you generate a cubemap multiple times (from a probe for eg) and you need the proper polynomials each time
Returns void
get Base SizeSearch playground for getBaseSize
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
get Class NameSearch playground for getClassName
Get the current class name of the texture useful for serialization or dynamic coding.
Returns string
"Texture"
get ContentSearch playground for getContent
Gets texture content (Use this function wisely as reading from a texture can be slow)
Returns Nullable<Promise<ArrayBufferView>>
an ArrayBufferView promise (Uint8Array or Float32Array)
get EffectSearch playground for getEffect
The effect that is created when initializing the post process.
Returns Effect
The created effect corresponding the postprocess.
get Internal TextureSearch playground for getInternalTexture
Get the underlying lower level texture from Babylon.
Returns Nullable<InternalTexture>
the internal texture
get Reflection Texture MatrixSearch playground for getReflectionTextureMatrix
Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
Returns Matrix
The reflection texture transform
get Refraction Texture MatrixSearch playground for getRefractionTextureMatrix
Gets a suitable rotate/transform matrix when the texture is used for refraction. There's a separate function from getReflectionTextureMatrix because refraction requires a special configuration of the matrix in right-handed mode.
Returns Matrix
The refraction matrix
get Render SizeSearch playground for getRenderSize
Get the size the texture is rendering at.
Returns TextureSize
the size (on cube texture it is always squared)
get SceneSearch playground for getScene
get SizeSearch playground for getSize
Get the size of the texture.
Returns ISize
the texture size.
get Texture MatrixSearch playground for getTextureMatrix
Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
Parameters
Optional uBase: number
Returns Matrix
the transform matrix of the texture.
is ReadySearch playground for isReady
Is the texture ready to be used ? (rendered at least once)
Returns boolean
true if ready, otherwise, false.
is Ready Or Not BlockingSearch playground for isReadyOrNotBlocking
Get if the texture is ready to be consumed (either it is ready or it is not blocking)
Returns boolean
true if ready, not blocking or if there was an error loading the texture
read PixelsSearch playground for readPixels
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)
Optional flushRenderer: boolean
true to flush the renderer from the pending commands before reading the pixels
Optional noDataConversion: boolean
false to convert the data to Uint8Array (if texture type is UNSIGNED_BYTE) or to Float32Array (if texture type is anything but UNSIGNED_BYTE). If true, the type of the generated buffer (if buffer==null) will depend on the type of the texture
Optional x: number
defines the region x coordinates to start reading from (default to 0)
Optional y: number
defines the region y coordinates to start reading from (default to 0)
Optional width: number
defines the region width to read from (default to the texture size at level)
Optional height: number
defines the region width to read from (default to the texture size at level)
Returns Nullable<Promise<ArrayBufferView>>
The Array buffer promise containing the pixels data.
release Internal TextureSearch playground for releaseInternalTexture
Release and destroy the underlying lower level texture aka internalTexture.
Returns void
renderSearch playground for render
Generate the current state of the procedural texture
Parameters
Optional useCameraPostProcess: boolean
Returns void
resetSearch playground for reset
Resets the texture in order to recreate its associated resources. This can be called in case of context loss or if you change the shader code and need to regenerate the texture with the new code
Returns void
reset Refresh CounterSearch playground for resetRefreshCounter
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
resizeSearch playground for resize
Resize the texture to new value.
Parameters
size: TextureSize
Define the new size the texture should have
generateMipMaps: boolean
Define whether the new texture should create mip maps
Returns void
scaleSearch playground for scale
Scales the texture if is
canRescale()
Parameters
ratio: number
the resize factor we want to use to rescale
Returns void
serializeSearch playground for serialize
Serializes this noise procedural texture
Returns any
a serialized noise procedural texture object
set Color3Search playground for setColor3
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
set Color4Search playground for setColor4
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
set FloatSearch playground for setFloat
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
set FloatsSearch playground for setFloats
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
set FragmentSearch playground for setFragment
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
set IntSearch playground for setInt
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
set MatrixSearch playground for setMatrix
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
set TextureSearch playground for setTexture
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
set Vector2Search playground for setVector2
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
set Vector3Search playground for setVector3
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
to StringSearch playground for toString
Return a string representation of the texture.
Returns string
the texture as a string
update Sampling ModeSearch playground for updateSamplingMode
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
updateURLSearch playground for updateURL
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 | ArrayBufferView | Blob | ArrayBuffer | HTMLImageElement | ImageBitmap>
the buffer of the texture (defaults to null)
Optional onLoad: (() => void)
callback called when the texture is loaded (defaults to null)
Returns void
Optional forcedExtension: string
defines the extension to use to pick the right loader
Returns void
Static Create From Base64 StringSearch playground for CreateFromBase64String
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 noMipmapOrOptions: boolean | ITextureCreationOptions
defines if the texture will require mip maps or not or set of all options to create the texture
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 fetching from it (Texture.NEAREST_SAMPLINGMODE...)
Optional onLoad: Nullable<(() => void)>
define a callback triggered when the texture has been loaded
Optional onError: Nullable<(() => void)>
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...)
Optional creationFlags: number
specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
Returns Texture
the created texture
Static Load From Data StringSearch playground for LoadFromDataString
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 noMipmapOrOptions: boolean | ITextureCreationOptions
defines if the texture will require mip maps or not or set of all options to create the texture
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 fetching from it (Texture.NEAREST_SAMPLINGMODE...)
Optional onLoad: Nullable<(() => void)>
define a callback triggered when the texture has been loaded
Optional onError: Nullable<((message?: string, exception?: any) => void)>
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...)
Optional creationFlags: number
specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
Returns Texture
the created texture
Static ParseSearch playground for Parse
Creates a NoiseProceduralTexture from parsed noise procedural texture data
Parameters
parsedTexture: any
defines parsed texture data
scene: Scene
defines the current scene
Returns NoiseProceduralTexture
a parsed NoiseProceduralTexture
Static When All ReadySearch playground for WhenAllReady
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: (() => void)
Define the callback triggered once the entire list will be ready
Returns void
Returns void
Static _ Create Video TextureSearch playground for _CreateVideoTexture
Parameters
name: Nullable<string>
src: string | string[] | HTMLVideoElement
scene: Nullable<Scene>
Optional generateMipMaps: boolean
Optional invertY: boolean
Optional samplingMode: number
Optional settings: Partial<VideoTextureSettings>
Optional onError: Nullable<((message?: string, exception?: any) => void)>
Optional format: number
Returns VideoTexture
Class used to generate noise procedural textures