@babylonjs/core
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TypeScript
import { Texture } from "./texture.js";
import type { Nullable } from "../../types.js";
import type { Scene } from "../../scene.js";
/**
* Class used to store 2D array textures containing user data
*/
export declare class RawTexture2DArray extends Texture {
/** Gets or sets the texture format to use */
format: number;
private _depth;
/**
* Gets the number of layers of the texture
*/
get depth(): number;
/**
* Create a new RawTexture2DArray
* @param data defines the data of the texture
* @param width defines the width of the texture
* @param height defines the height of the texture
* @param depth defines the number of layers of the texture
* @param format defines the texture format to use
* @param scene defines the hosting scene
* @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
* @param invertY defines if texture must be stored with Y axis inverted
* @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
* @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_BYTE, Engine.TEXTURETYPE_FLOAT...)
* @param creationFlags specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)
*/
constructor(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number,
/** Gets or sets the texture format to use */
format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number, creationFlags?: number);
/**
* Update the texture with new data
* @param data defines the data to store in the texture
*/
update(data: ArrayBufferView): void;
/**
* Creates a RGBA texture from some data.
* @param data Define the texture data
* @param width Define the width of the texture
* @param height Define the height of the texture
* @param depth defines the number of layers of the texture
* @param scene defines the scene the texture will belong to
* @param generateMipMaps Define whether or not to create mip maps for the texture
* @param invertY define if the data should be flipped on Y when uploaded to the GPU
* @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
* @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
* @returns the RGBA texture
*/
static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, depth: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture2DArray;
}