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