Class NoiseProceduralTexture
Hierarchy (View Summary)
- ProceduralTexture
- NoiseProceduralTexture
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
-
new NoiseProceduralTexture(
name: string,
size?: number,
scene?: Nullable<Scene>,
fallbackTexture?: Texture,
generateMipMaps?: boolean,
): NoiseProceduralTextureCreates a new NoiseProceduralTexture
Parameters
- name: string
defines the name fo the texture
- size: number = 256
defines the size of the texture (default is 256)
- scene: Nullable<Scene> = EngineStore.LastCreatedScene
defines the hosting scene
OptionalfallbackTexture: Texturedefines the texture to use if the NoiseProceduralTexture can't be created
OptionalgenerateMipMaps: booleandefines if mipmaps must be generated (true by default)
Returns NoiseProceduralTexture
- name: string
Properties
animations
Define the list of animation attached to the texture.
animation Speed Factor
Gets or sets animation speed factor (default is 1)
anisotropic Filtering Level
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 Clear
Define if the texture must be cleared before rendering (default is true)
brightness
Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2)
defines
Define the list of custom preprocessor defines used in the shader
delay Load State
Define the current state of the loading sequence when in delayed load mode.
display Name
Define the display name of the texture, which is used as tree item name of the dedicated node in the inspector
homogeneous Rotation In UV Transform
Sets this property to true to avoid deformations when rotating the texture with non-uniform scaling
inspectable Custom Properties
List of inspectable custom properties (used by the Inspector)
invert Z
Is Z inverted in the texture (useful in a cube texture).
is Enabled
Define if the texture is enabled or not (disabled texture will not render)
is Render Target
Define if the texture is a render target.
level
Intensity or strength of the texture. It is commonly used by materials to fine tune the intensity of the texture
metadata
Gets or sets an object used to store user defined information.
name
Define the name of the texture.
node Material Source
Gets or sets the node material used to create this texture (null if the texture was manually created)
octaves
Defines the number of octaves to process
on Before Generation Observable
Event raised before the texture is generated
on Dispose Observable
An event triggered when the texture is disposed.
on Generated
Callback called when the texture is generated
on Generated Observable
Event raised when the texture is generated
on Load Observable
Observable triggered once the texture has been loaded.
optimize UV Allocation
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)
persistence
Defines the level of persistence (0.8 by default)
reserved Data Store
For internal use only. Please do not use.
spherical Polynomial
Get the polynomial representation of the texture data. This is mainly use as a fast way to recover IBL Diffuse irradiance data.
time
Gets or sets the start time (default is 0)
u Ang
Define an offset on the texture to rotate around the u coordinates of the UVs The angle is defined in radians.
unique Id
Gets or sets the unique id of the texture
u Offset
Define an offset on the texture to offset the u coordinates of the UVs
url
Define the url of the texture.
u Rotation Center
Defines the center of rotation (U)
u Scale
Define an offset on the texture to scale the u coordinates of the UVs
v Ang
Define an offset on the texture to rotate around the v coordinates of the UVs The angle is defined in radians.
v Offset
Define an offset on the texture to offset the v coordinates of the UVs
v Rotation Center
Defines the center of rotation (V)
v Scale
Define an offset on the texture to scale the v coordinates of the UVs
w Ang
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.
wrap R
| Value | Type | Description |
|---|---|---|
| 0 | CLAMP_ADDRESSMODE | |
| 1 | WRAP_ADDRESSMODE | |
| 2 | MIRROR_ADDRESSMODE |
w Rotation Center
Defines the center of rotation (W)
Static ReadonlyBILINEAR_ SAMPLINGMODE
Bilinear is mag = linear and min = linear and no mip
Static ReadonlyCLAMP_ ADDRESSMODE
Texture is not repeating outside of 0..1 UVs
Static ReadonlyCUBIC_ MODE
Cubic coordinates mode
StaticDEFAULT_ ANISOTROPIC_ FILTERING_ LEVEL
Default anisotropic filtering level for the application. It is set to 4 as a good tradeoff between perf and quality.
Static ReadonlyEQUIRECTANGULAR_ MODE
Equirectangular coordinates mode
Static ReadonlyEXPLICIT_ MODE
Explicit coordinates mode
Static ReadonlyFIXED_ EQUIRECTANGULAR_ MIRRORED_ MODE
Equirectangular Fixed Mirrored coordinates mode
Static ReadonlyFIXED_ EQUIRECTANGULAR_ MODE
Equirectangular Fixed coordinates mode
StaticForce Serialize Buffers
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 ReadonlyINVCUBIC_ MODE
Inverse Cubic coordinates mode
Static ReadonlyLINEAR_ LINEAR
mag = linear and min = linear and mip = none
Static ReadonlyLINEAR_ LINEAR_ MIPLINEAR
Trilinear is mag = linear and min = linear and mip = linear
Static ReadonlyLINEAR_ LINEAR_ MIPNEAREST
Bilinear is mag = linear and min = linear and mip = nearest
Static ReadonlyLINEAR_ NEAREST
mag = linear and min = nearest and mip = none
Static ReadonlyLINEAR_ NEAREST_ MIPLINEAR
mag = linear and min = nearest and mip = linear
Static ReadonlyLINEAR_ NEAREST_ MIPNEAREST
mag = linear and min = nearest and mip = nearest
Static ReadonlyMIRROR_ ADDRESSMODE
Texture is repeating and mirrored
Static ReadonlyNEAREST_ LINEAR
mag = nearest and min = linear and mip = none
Static ReadonlyNEAREST_ LINEAR_ MIPLINEAR
mag = nearest and min = linear and mip = linear
Static ReadonlyNEAREST_ LINEAR_ MIPNEAREST
mag = nearest and min = linear and mip = nearest
Static ReadonlyNEAREST_ NEAREST
mag = nearest and min = nearest and mip = none
Static ReadonlyNEAREST_ NEAREST_ MIPLINEAR
nearest is mag = nearest and min = nearest and mip = linear
Static ReadonlyNEAREST_ NEAREST_ MIPNEAREST
mag = nearest and min = nearest and mip = nearest
Static ReadonlyNEAREST_ SAMPLINGMODE
nearest is mag = nearest and min = nearest and no mip
StaticOn Texture Load Error Observable
This observable will notify when any texture had a loading error
Static ReadonlyPLANAR_ MODE
Planar coordinates mode
Static ReadonlyPROJECTION_ MODE
Projection coordinates mode
StaticSerialize Buffers
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 ReadonlySKYBOX_ MODE
Inverse Cubic coordinates mode
Static ReadonlySPHERICAL_ MODE
Spherical coordinates mode
Static ReadonlyTRILINEAR_ SAMPLINGMODE
Trilinear is mag = linear and min = linear and mip = linear
StaticUse Serialized Url If Any
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 ReadonlyWRAP_ ADDRESSMODE
Texture is repeating outside of 0..1 UVs
Accessors
can Rescale
-
get canRescale(): boolean
Get if the texture can rescale.
Returns boolean
coordinates Index
-
get coordinatesIndex(): number
Returns number
-
set coordinatesIndex(value: number): void
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
-
get coordinatesMode(): number
How a texture is mapped. Unused in thin texture mode.
Returns number
-
set coordinatesMode(value: number): void
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
-
get errorObject(): { exception?: any; message?: string } | undefined
If a loading error occurred this object will be populated with information about the error.
Returns { exception?: any; message?: string } | undefined
gamma Space
-
get 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
Returns boolean
-
set gammaSpace(gamma: boolean): void
Parameters
- gamma: boolean
Returns void
get Alpha From RGB
-
get getAlphaFromRGB(): boolean
Returns boolean
-
set getAlphaFromRGB(value: boolean): void
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
-
get hasAlpha(): boolean
Returns boolean
-
set hasAlpha(value: boolean): void
Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
Parameters
- value: boolean
Returns void
invert Y
-
get invertY(): boolean
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>
-
Parameters
- value: Nullable<BaseTexture>
Returns void
is2 D Array
-
get is2DArray(): boolean
Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
Returns boolean
-
set is2DArray(value: boolean): void
Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
Parameters
- value: boolean
Returns void
is3 D
-
get is3D(): boolean
Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
Returns boolean
-
set is3D(value: boolean): void
Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
Parameters
- value: boolean
Returns void
is Blocking
-
get isBlocking(): boolean
Define if the texture is preventing a material to render or not. If not and the texture is not ready, the engine will use a default black texture instead.
Returns boolean
-
set isBlocking(value: boolean): void
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
-
get isCube(): boolean
Define if the texture is a cube texture or if false a 2d texture.
Returns boolean
-
set isCube(value: boolean): void
Define if the texture is a cube texture or if false a 2d texture.
Parameters
- value: boolean
Returns void
is RGBD
-
get isRGBD(): boolean
Gets or sets whether or not the texture contains RGBD data.
Returns boolean
-
set isRGBD(value: boolean): void
Parameters
- value: boolean
Returns void
linear Specular LOD
-
get linearSpecularLOD(): 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.
Returns boolean
-
set linearSpecularLOD(value: boolean): void
Parameters
- value: boolean
Returns void
loading Error
-
get loadingError(): boolean
Was there any loading error?
Returns boolean
lod Generation Offset
-
get lodGenerationOffset(): number
With prefiltered texture, defined the offset used during the prefiltering steps.
Returns number
-
set lodGenerationOffset(value: number): void
Parameters
- value: number
Returns void
lod Generation Scale
-
get lodGenerationScale(): number
With prefiltered texture, defined the scale used during the prefiltering steps.
Returns number
-
set lodGenerationScale(value: number): void
Parameters
- value: number
Returns void
mime Type
-
get mimeType(): string | undefined
Returns the texture mime type if it was defined by a loader (undefined else)
Returns string | undefined
no Mipmap
-
get noMipmap(): boolean
Are mip maps generated for this texture or not.
Returns boolean
on Dispose
-
set onDispose(callback: () => void): void
Callback triggered when the texture has been disposed. Kept for back compatibility, you can use the onDisposeObservable instead.
Parameters
- callback: () => void
Returns void
refresh Rate
-
get 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...
Returns number
-
set refreshRate(value: number): void
Parameters
- value: number
Returns void
sampling Mode
-
get samplingMode(): number
Get the current sampling mode associated with the texture.
Returns number
shader Language
-
get shaderLanguage(): ShaderLanguage
Gets the shader language type used to generate vertex and fragment source code.
Returns ShaderLanguage
texture Format
-
get textureFormat(): number
Get the texture underlying format (RGB, RGBA...)
Returns number
texture Type
-
get textureType(): number
Get the texture underlying type (INT, FLOAT...)
Returns number
uid
-
get uid(): string
Define the unique id of the texture in the scene.
Returns string
wrap U
-
get wrapU(): number
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Returns number
-
set wrapU(value: number): void
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Parameters
- value: number
Returns void
wrap V
-
get wrapV(): number
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Returns number
-
set wrapV(value: number): void
Value Type Description 0 CLAMP_ADDRESSMODE 1 WRAP_ADDRESSMODE 2 MIRROR_ADDRESSMODE Parameters
- value: number
Returns void
Methods
clone
dispose
-
Dispose the texture and release its associated resources.
Returns void
execute When Ready
-
Executes a function when the texture will be ready to be drawn.
Parameters
- func: (texture: ProceduralTexture) => void
The callback to be used.
Returns void
- func: (texture: ProceduralTexture) => void
force Spherical Polynomials Recompute
-
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 Size
-
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 Name
-
Get the current class name of the texture useful for serialization or dynamic coding.
Returns string
"Texture"
get Content
-
Gets texture content (Use this function wisely as reading from a texture can be slow)
Returns Nullable<Promise<ArrayBufferView<ArrayBufferLike>>>
an ArrayBufferView promise (Uint8Array or Float32Array)
get Effect
-
The effect that is created when initializing the post process.
Returns Effect
The created effect corresponding the postprocess.
get Internal Texture
-
Get the underlying lower level texture from Babylon.
Returns Nullable<InternalTexture>
the internal texture
get Reflection Texture Matrix
-
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 Matrix
-
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 Size
-
Get the size the texture is rendering at.
Returns TextureSize
the size (on cube texture it is always squared)
get Scene
get Size
get Texture Matrix
-
Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
Parameters
- uBase: number = 1
The horizontal base offset multiplier (1 by default)
Returns Matrix
the transform matrix of the texture.
- uBase: number = 1
is Ready
-
Is the texture ready to be used ? (rendered at least once)
Returns boolean
true if ready, otherwise, false.
is Ready Or Not Blocking
-
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 Pixels
-
readPixels(
faceIndex?: number,
level?: number,
buffer?: Nullable<ArrayBufferView<ArrayBufferLike>>,
flushRenderer?: boolean,
noDataConversion?: boolean,
x?: number,
y?: number,
width?: number,
height?: number,
): Nullable<Promise<ArrayBufferView<ArrayBufferLike>>>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. Note that you can use GetTextureDataAsync instead, which will also support reading from a compressed texture (by rendering it to an intermediate RGBA texture and retrieving the bytes from it).
Parameters
- faceIndex: number = 0
defines the face of the texture to read (in case of cube texture)
- level: number = 0
defines the LOD level of the texture to read (in case of Mip Maps)
- buffer: Nullable<ArrayBufferView<ArrayBufferLike>> = null
defines a user defined buffer to fill with data (can be null)
- flushRenderer: boolean = true
true to flush the renderer from the pending commands before reading the pixels
- noDataConversion: boolean = false
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
- x: number = 0
defines the region x coordinates to start reading from (default to 0)
- y: number = 0
defines the region y coordinates to start reading from (default to 0)
- width: number = Number.MAX_VALUE
defines the region width to read from (default to the texture size at level)
- height: number = Number.MAX_VALUE
defines the region width to read from (default to the texture size at level)
Returns Nullable<Promise<ArrayBufferView<ArrayBufferLike>>>
The Array buffer promise containing the pixels data.
- faceIndex: number = 0
release Internal Texture
-
Release and destroy the underlying lower level texture aka internalTexture.
Returns void
render
-
Generate the current state of the procedural texture
Parameters
OptionaluseCameraPostProcess: booleanDefine if camera post process should be applied to the texture
Returns void
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 Counter
-
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
-
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
- size: TextureSize
scale
-
Scales the texture if is
canRescale()Parameters
- ratio: number
the resize factor we want to use to rescale
Returns void
- ratio: number
serialize
-
Serializes this noise procedural texture
Returns any
a serialized noise procedural texture object
set Color3
-
Set a vec3 in the shader.
Parameters
- name: string
Define the name of the uniform as defined in the shader
- value: IColor3Like
Define the value to give to the uniform
Returns ProceduralTexture
the texture itself allowing "fluent" like uniform updates
- name: string
set Color4
-
Set a vec4 in the shader.
Parameters
- name: string
Define the name of the uniform as defined in the shader
- value: IColor4Like
Define the value to give to the uniform
Returns ProceduralTexture
the texture itself allowing "fluent" like uniform updates
- name: string
set Float
-
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
- name: string
set Floats
-
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
- name: string
set Fragment
-
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
- fragment: any
set Int
-
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
- name: string
set Matrix
-
Set a mat4 in the shader.
Parameters
- name: string
Define the name of the uniform as defined in the shader
- value: IMatrixLike
Define the value to give to the uniform
Returns ProceduralTexture
the texture itself allowing "fluent" like uniform updates
- name: string
set Texture
-
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: ThinTexture
Define the texture to bind to this sampler
Returns ProceduralTexture
the texture itself allowing "fluent" like uniform updates
- name: string
set Vector2
-
Set a vec2 in the shader.
Parameters
- name: string
Define the name of the uniform as defined in the shader
- value: IVector2Like
Define the value to give to the uniform
Returns ProceduralTexture
the texture itself allowing "fluent" like uniform updates
- name: string
set Vector3
-
Set a vec3 in the shader.
Parameters
- name: string
Define the name of the uniform as defined in the shader
- value: IVector3Like
Define the value to give to the uniform
Returns ProceduralTexture
the texture itself allowing "fluent" like uniform updates
- name: string
set Vector4
-
Set a vec4 in the shader.
Parameters
- name: string
Define the name of the uniform as defined in the shader
- value: IVector4Like
Define the value to give to the uniform
Returns ProceduralTexture
the texture itself allowing "fluent" like uniform updates
- name: string
to String
-
Return a string representation of the texture.
Returns string
the texture as a string
update Sampling Mode
-
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
- generateMipMaps: boolean = false
Define if the texture should generate mip maps or not. Default is false.
Returns void
- samplingMode: number
update URL
-
updateURL(
url: string,
buffer?: Nullable<
| string
| ArrayBuffer
| ArrayBufferView<ArrayBufferLike>
| HTMLImageElement
| ImageBitmap
| Blob,
>,
onLoad?: () => void,
forcedExtension?: string,
): voidUpdate the url (and optional buffer) of this texture if url was null during construction.
Parameters
- url: string
the url of the texture
- buffer: Nullable<
| string
| ArrayBuffer
| ArrayBufferView<ArrayBufferLike>
| HTMLImageElement
| ImageBitmap
| Blob,
> = nullthe buffer of the texture (defaults to null)
OptionalonLoad: () => voidcallback called when the texture is loaded (defaults to null)
OptionalforcedExtension: stringdefines the extension to use to pick the right loader
Returns void
- url: string
StaticCreate From Base64 String
-
CreateFromBase64String(
data: string,
name: string,
scene: Scene,
noMipmapOrOptions?: boolean | ITextureCreationOptions,
invertY?: boolean,
samplingMode?: number,
onLoad?: Nullable<() => void>,
onError?: Nullable<() => void>,
format?: number,
creationFlags?: number,
forcedExtension?: string,
): TextureCreates 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
OptionalnoMipmapOrOptions: boolean | ITextureCreationOptionsdefines if the texture will require mip maps or not or set of all options to create the texture
OptionalinvertY: booleandefine if the texture needs to be inverted on the y axis during loading
- samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE
define the sampling mode we want for the texture while fetching from it (Texture.NEAREST_SAMPLINGMODE...)
- onLoad: Nullable<() => void> = null
define a callback triggered when the texture has been loaded
- onError: Nullable<() => void> = null
define a callback triggered when an error occurred during the loading session
- format: number = Constants.TEXTUREFORMAT_RGBA
define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
OptionalcreationFlags: numberspecific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
OptionalforcedExtension: stringdefines the extension to use to pick the right loader
Returns Texture
the created texture
- data: string
StaticLoad From Data String
-
LoadFromDataString(
name: string,
buffer: any,
scene: Scene,
deleteBuffer?: boolean,
noMipmapOrOptions?: boolean | ITextureCreationOptions,
invertY?: boolean,
samplingMode?: number,
onLoad?: Nullable<() => void>,
onError?: Nullable<(message?: string, exception?: any) => void>,
format?: number,
creationFlags?: number,
forcedExtension?: string,
): TextureCreates 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
- deleteBuffer: boolean = false
define if the buffer we are loading the texture from should be deleted after load
OptionalnoMipmapOrOptions: boolean | ITextureCreationOptionsdefines if the texture will require mip maps or not or set of all options to create the texture
- invertY: boolean = true
define if the texture needs to be inverted on the y axis during loading
- samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE
define the sampling mode we want for the texture while fetching from it (Texture.NEAREST_SAMPLINGMODE...)
- onLoad: Nullable<() => void> = null
define a callback triggered when the texture has been loaded
- onError: Nullable<(message?: string, exception?: any) => void> = null
define a callback triggered when an error occurred during the loading session
- format: number = Constants.TEXTUREFORMAT_RGBA
define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
OptionalcreationFlags: numberspecific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
OptionalforcedExtension: stringdefines the extension to use to pick the right loader
Returns Texture
the created texture
- name: string
StaticParse
-
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
- parsedTexture: any
StaticWhen All Ready
-
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
- textures: BaseTexture[]
Class used to generate noise procedural textures