import"webgl.idl";
Named texture object, see WebGL API
◆ reconfigure()
void NamedTexture::reconfigure |
( |
| ) |
|
indicates the underlying picel format has been modified and that the texture should be reevaluated
◆ upload() [1/2]
builds named texture from input filter packet
- Parameters
-
pck | the filter packet to use as source for texture data |
◆ upload() [2/2]
void NamedTexture::upload |
( |
Texture |
tx | ) |
|
builds named texture from EVG texture
- Parameters
-
tx | the EVG texture to use as source for texture data |
- Warning
- do NOT use a Texture object constructed from a FilterPacket, this will fail and throw an exception. Use upload(FilterPacket) instead
◆ nb_textures
attribute readonly unsigned long NamedTexture::nb_textures |
number of underlying textures. This can be useful when doing multi-texturing to get the next texture unit slot:
nextActiveTexture = gl.TEXTURE0 + named_tx.nb_textures;
◆ is_gl_input
attribute readonly unsigned long NamedTexture::is_gl_input |
set to true if the input to this named texture is a set of one or more OpenGL textures rather than system memory data
◆ name
attribute readonly DOMString NamedTexture::name |
name of the texture, as passed upon creation
◆ pbo
attribute unsigned long NamedTexture::pbo |
indicates if PBO is used for data transfer. By default named textures are created with no PBO transfer. To enable it, set this to true before the first texture upload