@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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TypeScript
import type { Nullable } from "../../types.js";
import type { Scene } from "../../scene.js";
import type { SphericalPolynomial } from "../../Maths/sphericalPolynomial.js";
import { CubeTexture } from "./cubeTexture.js";
/**
* Raw cube texture where the raw buffers are passed in
*/
export declare class RawCubeTexture extends CubeTexture {
/**
* Creates a cube texture where the raw buffers are passed in.
* @param scene defines the scene the texture is attached to
* @param data defines the array of data to use to create each face
* @param size defines the size of the textures
* @param format defines the format of the data
* @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_BYTE)
* @param generateMipMaps defines if the engine should generate the mip levels
* @param invertY defines if data must be stored with Y axis inverted
* @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
* @param compression defines the compression used (null by default)
*/
constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
/**
* Updates the raw cube texture.
* @param data defines the data to store
* @param format defines the data format
* @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_BYTE by default)
* @param invertY defines if data must be stored with Y axis inverted
* @param compression defines the compression used (null by default)
*/
update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
/**
* Updates a raw cube texture with RGBD encoded data.
* @param data defines the array of data [mipmap][face] to use to create each face
* @param sphericalPolynomial defines the spherical polynomial for irradiance
* @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
* @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
* @returns a promise that resolves when the operation is complete
*/
updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
/**
* Clones the raw cube texture.
* @returns a new cube texture
*/
clone(): CubeTexture;
}