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@babylonjs/core

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import { InternalTexture } from "../../Materials/Textures/internalTexture.js"; import type { ImageSource, Nullable } from "../../types.js"; import type { ICanvas } from "../ICanvas.js"; declare module "../../Engines/abstractEngine.js" { interface AbstractEngine { /** * Creates a dynamic texture * @param width defines the width of the texture * @param height defines the height of the texture * @param generateMipMaps defines if the engine should generate the mip levels * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default) * @returns the dynamic texture inside an InternalTexture */ createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture; /** * Update the content of a dynamic texture * @param texture defines the texture to update * @param source defines the source containing the data * @param invertY defines if data must be stored with Y axis inverted * @param premulAlpha defines if alpha is stored as premultiplied * @param format defines the format of the data * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false) * @param allowGPUOptimization true to allow some specific GPU optimizations (subject to engine feature "allowGPUOptimizationsForGUI" being true) */ updateDynamicTexture(texture: Nullable<InternalTexture>, source: ImageSource | ICanvas, invertY?: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean, allowGPUOptimization?: boolean): void; } }