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@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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import { InternalTexture } from "../../../Materials/Textures/internalTexture.js"; import type { Nullable } from "../../../types.js"; import type { Scene } from "../../../scene.js"; declare module "../../abstractEngine.js" { interface AbstractEngine { /** * Update a raw texture * @param texture defines the texture to update * @param data defines the data to store in the texture * @param format defines the format of the data * @param invertY defines if data must be stored with Y axis inverted */ updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void; /** * Update a raw texture * @param texture defines the texture to update * @param data defines the data to store in the texture * @param format defines the format of the data * @param invertY defines if data must be stored with Y axis inverted * @param compression defines the compression used (null by default) * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_BYTE by default) * @param useSRGBBuffer defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU). */ updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number, useSRGBBuffer: boolean): void; /** * Creates a new raw cube texture * @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) * @returns the cube texture as an InternalTexture */ createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture; /** * Update a raw cube texture * @param texture defines the texture to update * @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 */ updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void; /** * Update a raw cube texture * @param texture defines the texture to update * @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) */ updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void; /** * Update a raw cube texture * @param texture defines the texture to update * @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) * @param level defines which level of the texture to update */ updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void; /** * Creates a new raw cube texture from a specified url * @param url defines the url where the data is located * @param scene defines the current scene * @param size defines the size of the textures * @param format defines the format of the data * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_BYTE) * @param noMipmap defines if the engine should avoid generating the mip levels * @param callback defines a callback used to extract texture data from loaded data * @param mipmapGenerator defines to provide an optional tool to generate mip levels * @param onLoad defines a callback called when texture is loaded * @param onError defines a callback called if there is an error * @returns the cube texture as an InternalTexture */ createRawCubeTextureFromUrl(url: string, scene: Nullable<Scene>, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture; /** * Creates a new raw cube texture from a specified url * @param url defines the url where the data is located * @param scene defines the current scene * @param size defines the size of the textures * @param format defines the format of the data * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_BYTE) * @param noMipmap defines if the engine should avoid generating the mip levels * @param callback defines a callback used to extract texture data from loaded data * @param mipmapGenerator defines to provide an optional tool to generate mip levels * @param onLoad defines a callback called when texture is loaded * @param onError defines a callback called if there is an error * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE) * @param invertY defines if data must be stored with Y axis inverted * @returns the cube texture as an InternalTexture */ createRawCubeTextureFromUrl(url: string, scene: Nullable<Scene>, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture; /** * Update a raw 3D texture * @param texture defines the texture to update * @param data defines the data to store * @param format defines the data format * @param invertY defines if data must be stored with Y axis inverted */ updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void; /** * Update a raw 3D texture * @param texture defines the texture to update * @param data defines the data to store * @param format defines the data format * @param invertY defines if data must be stored with Y axis inverted * @param compression defines the used compression (can be null) * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT...) */ updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void; /** * Update a raw 2D array texture * @param texture defines the texture to update * @param data defines the data to store * @param format defines the data format * @param invertY defines if data must be stored with Y axis inverted */ updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void; /** * Update a raw 2D array texture * @param texture defines the texture to update * @param data defines the data to store * @param format defines the data format * @param invertY defines if data must be stored with Y axis inverted * @param compression defines the used compression (can be null) * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT...) */ updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void; } }